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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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require 'zoetrope'
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TERM_VEL = 400
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Player = Tile:extend {
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   image = 'data/player.png',
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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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   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
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                 self.velocity.x = 0
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                 -- TODO: this can be replaced with sprite.maxVel.y    
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                 if self.velocity.y >= TERM_VEL then
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                    self.velocity.y = TERM_VEL
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                    self.acceleration.y = 0
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                 else
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                    self.acceleration.y = 800
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                 end
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                 if the.keys:pressed('left') then
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                    self.velocity.x = -200
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                 elseif the.keys:pressed('right') then
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                    self.velocity.x = 200
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                 end
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                 if the.keys:justPressed('up') then
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                    self.velocity.y = -400
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                 end
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              end,
 
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                     self.velocity.x = 0
 
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                     self.acceleration.y = 800
 
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                     if the.keys:pressed('left') then
 
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                        self.velocity.x = -200
 
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                     elseif the.keys:pressed('right') then
 
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                        self.velocity.x = 200
 
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                     end
 
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                     if the.keys:justPressed('up') then
 
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                        self.velocity.y = -400
 
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                     end
 
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                  end,
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   onUpdate = function (self)
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                 -- this is called after physics, so this makes sense here
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                 the.view.map:subdisplace(self)