/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-05 22:06:58 UTC
  • Revision ID: josh@9ix.org-20130305220658-92yptjso9z57vzly
use zoetrope 288:a82a08660477 2013-02-23

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DEBUG = true
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require 'zoetrope'
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__ = require 'underscore'
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--inspect = require 'inspect'
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require 'pepperprof'
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5
 
9
 
Player = Animation:extend {
 
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Player = Tile:extend {
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   image = 'data/player.png',
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   height = 32,
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   width = 32,
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   sequences = {
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      stand = { frames = { 1 }, fps = 1 },
15
 
      walk = { frames = { 2, 3 }, fps = 5 },
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      jump = { frames = { 4 }, fps = 1 },
17
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
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      climbRight = { frames = { 7, 8 }, fps = 5 }
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   },
20
 
   collisions = {},
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   onWall = false,
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   leftWallAt = 0,
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   onNew = function (self)
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              self.velocity.y = 0
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              self.maxVelocity.y = 400
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           end,
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   doPhysics = function (self, dir, elapsed)
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                  local vel = self.velocity
29
 
                  local acc = self.acceleration
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                  local drag = self.drag
31
 
                  local minVel = self.minVelocity
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                  local maxVel = self.maxVelocity
33
 
 
34
 
                  -- check existence of properties
35
 
 
36
 
                  if STRICT then
37
 
                     assert(vel, 'active sprite has no velocity property')
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                     assert(acc, 'active sprite has no acceleration property')
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                     assert(drag, 'active sprite has no drag property')
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                     assert(minVel, 'active sprite has no minVelocity property')
41
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
42
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
43
 
                  end
44
 
 
45
 
                  vel.x = vel.x or 0
46
 
                  vel.y = vel.y or 0
47
 
                  vel.rotation = vel.rotation or 0
48
 
 
49
 
                  -- physics
50
 
 
51
 
                  if acc[dir] and acc[dir] ~= 0 then
52
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
53
 
                  else
54
 
                     if drag[dir] then
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                        if vel[dir] > 0 then
56
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
57
 
                           if vel[dir] < 0 then vel[dir] = 0 end
58
 
                        elseif vel[dir] < 0 then
59
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
60
 
                           if vel[dir] > 0 then vel[dir] = 0 end
61
 
                        end
62
 
                     end
63
 
                  end
64
 
 
65
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
66
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
67
 
 
68
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
69
 
               end,
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
73
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74
 
                     -- jumping/falling updates could go in EndFrame...
75
 
                     self.falling = self.velocity.y > 0
76
 
                     if self.falling then self.jumping = false end
77
 
                     --print(self.jumping, self.falling)
78
 
 
79
 
                     if (not self.onGround) and (not self.onWall) then
80
 
                        self:play('jump')
81
 
                     end
82
 
 
 
16
                     self.velocity.x = 0
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17
                     self.acceleration.y = 800
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18
 
85
 
                     if self.onWall then
86
 
                        self.acceleration.y = 0
87
 
 
88
 
                        if self.onWall == 'right' then
89
 
                           self:play('climbRight')
90
 
                        elseif self.onWall == 'left' then
91
 
                           self:play('climbLeft')
92
 
                        end
93
 
 
94
 
                        if the.keys:pressed('up') then
95
 
                           self.velocity.y = -200
96
 
                        elseif the.keys:pressed('down') then
97
 
                           self.velocity.y = 200
98
 
                        else
99
 
                           self.velocity.y = 0
100
 
                           self:freeze(self.sequences[self.currentName].frames[1])
101
 
                        end
102
 
                     end
103
 
 
104
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                     if the.keys:pressed('left') then
105
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                        self.velocity.x = -200
106
 
                        if self.onGround then self:play('walk') end
107
 
                        if self.onWall == 'right' then
108
 
                           self.onWall = false
109
 
                           self.leftWallAt = love.timer.getTime()
110
 
                        end
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                     elseif the.keys:pressed('right') then
112
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                        self.velocity.x = 200
113
 
                        if self.onGround then self:play('walk') end
114
 
                        if self.onWall == 'left' then
115
 
                           self.onWall = false
116
 
                           self.leftWallAt = love.timer.getTime()
117
 
                        end
118
 
                     else
119
 
                        if not self.onWall then
120
 
                           if self.onGround then self:play('stand') end
121
 
                           self.velocity.x = 0
122
 
                        end
123
23
                     end
124
24
 
125
 
                     if the.keys:justPressed('up') and
126
 
                      (self.onGround or
127
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
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                     if the.keys:justPressed('up') then
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                        self.velocity.y = -400
129
 
                        self.jumping = true
130
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                     end
131
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                  end,
132
 
   update = function (self, elapsed)
133
 
               -- NOTE: this is an override, not a callback
134
 
 
135
 
               self:doPhysics('x', elapsed)
136
 
               self:collide(the.view.map)
137
 
 
138
 
               -- handle X collisions
139
 
               self.onWall = false
140
 
               for _, col in ipairs(self.collisions) do
141
 
                  col.other:displaceDir(self, 'x')
142
 
                  if self.velocity.x > 0 then
143
 
                     self.onWall = 'right'
144
 
                  elseif self.velocity.x < 0 then
145
 
                     self.onWall = 'left'
146
 
                  else
147
 
                     print 'x ??'
148
 
                  end
149
 
               end
150
 
 
151
 
               self.onGround = false -- right before Y collision callbacks
152
 
               self:doPhysics('y', elapsed)
153
 
               self:collide(the.view.map)
154
 
 
155
 
               -- handle Y collisions
156
 
               for _, col in ipairs(self.collisions) do
157
 
                  if self.velocity.y > 0 then
158
 
                     self.onGround = true
159
 
                  end
160
 
 
161
 
                  col.other:displaceDir(self, 'y')
162
 
                  self.velocity.y = 0
163
 
                  self.jumping = false
164
 
               end
165
 
 
166
 
               Animation.update(self, elapsed)
167
 
            end,
168
 
   collide = function (self, ...)
169
 
                self.collisions = {}
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                Animation.collide(self, ...)
171
 
                -- I could return a true/false value here if I wanted to...
172
 
             end,
173
 
   onCollide = function (self, other, xOverlap, yOverlap)
174
 
                  if other == the.view.map then return end
175
 
 
176
 
                  table.insert(self.collisions, {other = other,
177
 
                                                 xOverlap = xOverlap,
178
 
                                                 yOverlap = yOverlap })
179
 
               end
 
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   onUpdate = function (self)
 
30
                 -- this is called after physics, so this makes sense here
 
31
                 the.view.map:subdisplace(self)
 
32
              end
180
33
}
181
34
 
182
 
function Sprite:displaceDir(other, dir)
183
 
   if not self.solid or self == other or not other.solid then return end
184
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
185
 
 
186
 
   if other.sprites then
187
 
      -- handle groups
188
 
 
189
 
      for _, spr in pairs(other.sprites) do
190
 
         self:displace(spr, dir)
191
 
      end
192
 
   else
193
 
      -- handle sprites
194
 
      local dim
195
 
      if dir == 'x' then
196
 
         dim = 'width'
197
 
      elseif dir == 'y' then
198
 
         dim = 'height'
199
 
      else
200
 
         print 'dir ??'
201
 
      end
202
 
 
203
 
      local negMove = (other[dir] - self[dir]) + other[dim]
204
 
      local posMove = (self[dir] + self[dim]) - other[dir]
205
 
 
206
 
      -- TODO: re-add hinting?
207
 
      if negMove < posMove then
208
 
         chg = - negMove
209
 
      else
210
 
         chg = posMove
211
 
      end
212
 
   end
213
 
 
214
 
   other[dir] = other[dir] + chg
215
 
end
216
 
 
217
35
GameView = View:extend {
218
36
   onNew = function (self)
219
37
              self:loadLayers('data/map.lua')
220
38
              self.focus = the.player
221
39
              self:clampTo(self.map)
222
 
           end,
223
 
   onUpdate = function (self)
224
 
                 --print('tick')
225
 
                 --the.player:collide(self.map)
226
 
                 --self.map:collide(the.player)
227
 
              end
 
40
           end
228
41
}
229
42
 
230
43
the.app = App:new {
231
44
   onRun = function (self)
232
45
              self.view = GameView:new()
233
 
              self.console:watch('onGround', 'the.player.onGround')
234
 
              self.console:watch('onWall', 'the.player.onWall')
235
 
              self.console:watch('updateTook', 'the.updateTook')
236
 
              self.console:watch('drawTook', 'the.drawTook')
237
 
 
238
 
              --the.profiler = newProfiler('time', 2000)
239
 
              --the.profiler = newProfiler()
240
 
              --the.profiler:start()
241
46
           end,
242
47
   onUpdate = function (self, dt)
243
48
                 if the.keys:justPressed('escape') then
244
 
                    if the.profiler then
245
 
                       the.profiler:stop()
246
 
                       local outfile = io.open( "profile.txt", "w+" )
247
 
                       the.profiler:report( outfile )
248
 
                       outfile:close()
249
 
                    end
250
 
 
251
 
                    self.quit()
 
49
                    love.event.quit()
252
50
                 end
253
 
              end,
254
 
   update = function (self, dt)
255
 
               the.updateStart = love.timer.getMicroTime()
256
 
               App.update(self, dt)
257
 
               if the.updateStart then
258
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
259
 
               end
260
 
            end
261
 
}
 
51
              end
 
52
}
 
 
b'\\ No newline at end of file'