/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-05 22:11:35 UTC
  • Revision ID: josh@9ix.org-20130305221135-wrvf3q8vzc6xjdiy
some basic collision (and workarounds)

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DEBUG = true
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require 'zoetrope'
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--inspect = require 'inspect'
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--_ = require 'underscore'
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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 },
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      walk = { frames = { 2, 3 }, fps = 5 },
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      jump = { frames = { 4 }, fps = 1 }
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   },
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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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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
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                     -- jumping/falling updates could go in EndFrame...
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                     self.falling = self.velocity.y > 0
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                     if self.falling then self.jumping = false end
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                     --print(self.jumping, self.falling)
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                     if not self:onGround() then
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                        self:play('jump')
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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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                        if self:onGround() then self:play('walk') end
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                     elseif the.keys:pressed('right') then
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                        self.velocity.x = 200
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                        if self:onGround() then self:play('walk') end
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                     else
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                        if self:onGround() then self:play('stand') end
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                     end
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                     if the.keys:justPressed('up') and self:onGround() then
 
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                     if the.keys:justPressed('up') then
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                        self.velocity.y = -400
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                        self.jumping = true
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                     end
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                  end,
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   onEndFrame = function (self)
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                   --print(self.velocity.y)
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                end,
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   onCollide = function (self, other, xOverlap, yOverlap)
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                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
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                     if xov ~= 0 and yov ~= 0 then
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                        self.velocity.y = 0
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                        other:displace(self)
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                        self.jumping = false
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                     end
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                  else
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                     print('??')
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                  end
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               end,
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   onGround = function (self)
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                 return (not self.jumping) and (not self.falling)
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              end
 
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               end
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}
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GameView = View:extend {
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the.app = App:new {
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   onRun = function (self)
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              self.view = GameView:new()
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              --print(inspect(_(the.app):keys()))
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') and 
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                   not self.console.visible then
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                    love.event.quit()
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                 end
 
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                 -- apparently I can do this w/ C-A-q if DEBUG is on
 
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                 -- if the.keys:justPressed('escape') then
 
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                 --    love.event.quit()
 
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                 -- end
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              end
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}
 
 
b'\\ No newline at end of file'