/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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__ = require 'underscore'
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--inspect = require 'inspect'
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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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   collisions = {},
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   onWall = false,
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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
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                  local acc = self.acceleration
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                  local drag = self.drag
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                  local minVel = self.minVelocity
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                  local maxVel = self.maxVelocity
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30
 
                  -- check existence of properties
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                  if STRICT then
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                     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')
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                     assert(maxVel, 'active sprite has no maxVelocity property')
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                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
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                  end
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41
 
                  vel.x = vel.x or 0
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                  vel.y = vel.y or 0
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                  vel.rotation = vel.rotation or 0
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                  -- physics
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47
 
                  if acc[dir] and acc[dir] ~= 0 then
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                     vel[dir] = vel[dir] + acc[dir] * elapsed
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                  else
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                     if drag[dir] then
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                        if vel[dir] > 0 then
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                           vel[dir] = vel[dir] - drag[dir] * elapsed
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                           if vel[dir] < 0 then vel[dir] = 0 end
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                        elseif vel[dir] < 0 then
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                           vel[dir] = vel[dir] + drag[dir] * elapsed
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                           if vel[dir] > 0 then vel[dir] = 0 end
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                        end
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                     end
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                  end
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61
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
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                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
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64
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
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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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70
 
                     -- 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) and (not self.onWall) 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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82
 
                     if self.onWall then
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                        self.acceleration.y = 0
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                        if the.keys:pressed('up') then
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                           self.velocity.y = -200
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                           self:play('stand')
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                        elseif the.keys:pressed('down') then
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                           self.velocity.y = 200
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                           self:play('stand')
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                        else
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                           self.velocity.y = 0
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                           self:play('stand')
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                        end
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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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                        if self.onGround then self:play('walk') end
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                        if self.onWall == 'right' then self.onWall = false end
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                        if self.onWall == 'right' then self.onWall = false 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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                        if self.onWall == 'left' then self.onWall = false 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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110
 
                     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,
115
 
   update = function (self, elapsed)
116
 
               -- NOTE: this is an override, not a callback
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118
 
               self:doPhysics('x', elapsed)
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               self:collide(the.view.map)
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121
 
               -- handle X collisions
122
 
               for _, col in ipairs(self.collisions) do
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                  col.other:displaceDir(self, 'x')
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                  if self.velocity.x > 0 then
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                     self.onWall = 'right'
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                  elseif self.velocity.x < 0 then
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                     self.onWall = 'left'
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                  else
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                     print 'x ??'
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                  end
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               end
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               self.onGround = false -- right before Y collision callbacks
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               self:doPhysics('y', elapsed)
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               self:collide(the.view.map)
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               -- handle Y collisions
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               for _, col in ipairs(self.collisions) do
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                  if self.velocity.y > 0 then
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                     self.onGround = true
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                  end
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143
 
                  col.other:displaceDir(self, 'y')
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                  self.velocity.y = 0
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                  self.jumping = false
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               end
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148
 
               Animation.update(self, elapsed)
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            end,
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   collide = function (self, ...)
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                self.collisions = {}
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                Animation.collide(self, ...)
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                -- I could return a true/false value here if I wanted to...
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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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                  table.insert(self.collisions, {other = other,
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                                                 xOverlap = xOverlap,
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                                                 yOverlap = yOverlap })
 
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                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
 
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                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
 
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                  -- assumption: any other collision is with a solid map tile
 
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                  if yOverlap > xOverlap then
 
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                     other:displace(self)
 
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                  elseif xOverlap > yOverlap then
 
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                     -- check if we've moved since collisions were generated
 
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                     local xov, yov = self:overlap(other.x, other.y,
 
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                                                   other.width, other.height)
 
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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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                     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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}
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function Sprite:displaceDir(other, dir)
165
 
   if not self.solid or self == other or not other.solid then return end
166
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
167
 
 
168
 
   if other.sprites then
169
 
      -- handle groups
170
 
 
171
 
      for _, spr in pairs(other.sprites) do
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         self:displace(spr, dir)
173
 
      end
174
 
   else
175
 
      -- handle sprites
176
 
      local dim
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      if dir == 'x' then
178
 
         dim = 'width'
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      elseif dir == 'y' then
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         dim = 'height'
181
 
      else
182
 
         print 'dir ??'
183
 
      end
184
 
 
185
 
      local negMove = (other[dir] - self[dir]) + other[dim]
186
 
      local posMove = (self[dir] + self[dim]) - other[dir]
187
 
 
188
 
      -- TODO: re-add hinting?
189
 
      if negMove < posMove then
190
 
         chg = - negMove
191
 
      else
192
 
         chg = posMove
193
 
      end
194
 
   end
195
 
 
196
 
   other[dir] = other[dir] + chg
197
 
end
198
 
 
199
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GameView = View:extend {
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   onNew = function (self)
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              self:loadLayers('data/map.lua')
205
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           end,
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   onUpdate = function (self)
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                 --print('tick')
208
 
                 --the.player:collide(self.map)
 
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                 the.player:collide(self.map)
209
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                 --self.map:collide(the.player)
210
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              end
211
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}
213
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the.app = App:new {
214
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   onRun = function (self)
215
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              self.view = GameView:new()
216
 
              self.console:watch('onGround', 'the.player.onGround')
217
 
              self.console:watch('onWall', 'the.player.onWall')
218
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           end,
219
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   onUpdate = function (self, dt)
220
 
                 if the.keys:justPressed('escape') and 
221
 
                   not self.console.visible then
222
 
                    self.quit()
223
 
                 end
 
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                 -- apparently I can do this w/ C-A-q if DEBUG is on
 
73
                 -- if the.keys:justPressed('escape') then
 
74
                 --    love.event.quit()
 
75
                 -- end
224
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              end
225
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}
 
 
b'\\ No newline at end of file'