/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat

« back to all changes in this revision

Viewing changes to main.lua

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

Show diffs side-by-side

added added

removed removed

Lines of Context:
3
3
 
4
4
require 'zoetrope'
5
5
 
6
 
TERM_VEL = 400
7
 
 
8
6
Player = Tile:extend {
9
7
   image = 'data/player.png',
10
8
   onNew = function (self)
11
9
              self.velocity.y = 0
 
10
              self.maxVelocity.y = 400
12
11
           end,
13
 
   onUpdate = function (self)
14
 
 
15
 
                 self.velocity.x = 0
16
 
                 if self.velocity.y >= TERM_VEL then
17
 
                    self.velocity.y = TERM_VEL
18
 
                    self.acceleration.y = 0
19
 
                 else
20
 
                    self.acceleration.y = 800
21
 
                 end
22
 
 
23
 
                 if the.keys:pressed('left') then
24
 
                    self.velocity.x = -200
25
 
                 elseif the.keys:pressed('right') then
26
 
                    self.velocity.x = 200
27
 
                 end
28
 
 
29
 
                 if the.keys:justPressed('up') then
30
 
                    self.velocity.y = -400
31
 
                 end
32
 
 
33
 
              end
 
12
   onStartFrame = function (self)
 
13
                     -- this is all in startframe so it happens before
 
14
                     -- physics calc at beginning of update
 
15
 
 
16
                     self.velocity.x = 0
 
17
                     self.acceleration.y = 800
 
18
 
 
19
                     if the.keys:pressed('left') then
 
20
                        self.velocity.x = -200
 
21
                     elseif the.keys:pressed('right') then
 
22
                        self.velocity.x = 200
 
23
                     end
 
24
 
 
25
                     if the.keys:justPressed('up') then
 
26
                        self.velocity.y = -400
 
27
                     end
 
28
                  end,
 
29
   onCollide = function (self, other, xOverlap, yOverlap)
 
30
                  -- seriously, why does this even fire?
 
31
                  if other == the.view.map then return end
 
32
 
 
33
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
 
34
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
 
35
 
 
36
                  -- assumption: any other collision is with a solid map tile
 
37
                  if yOverlap > xOverlap then
 
38
                     other:displace(self)
 
39
                  elseif xOverlap > yOverlap then
 
40
                     -- check if we've moved since collisions were generated
 
41
                     local xov, yov = self:overlap(other.x, other.y,
 
42
                                                   other.width, other.height)
 
43
                     if xov ~= 0 and yov ~= 0 then
 
44
                        self.velocity.y = 0
 
45
                        other:displace(self)
 
46
                     end
 
47
                  else
 
48
                     print('??')
 
49
                  end
 
50
 
 
51
               end
34
52
}
35
53
 
36
54
GameView = View:extend {
39
57
              self.focus = the.player
40
58
              self:clampTo(self.map)
41
59
           end,
42
 
 
43
 
   onEndFrame = function (self, dt)
44
 
                   self.map:subdisplace(the.player)
45
 
                end
 
60
   onUpdate = function (self)
 
61
                 --print('tick')
 
62
                 the.player:collide(self.map)
 
63
                 --self.map:collide(the.player)
 
64
              end
46
65
}
47
66
 
48
67
the.app = App:new {
50
69
              self.view = GameView:new()
51
70
           end,
52
71
   onUpdate = function (self, dt)
53
 
                 if the.keys:justPressed('escape') then
54
 
                    love.event.quit()
55
 
                 end
 
72
                 -- 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
56
76
              end
57
77
}
 
 
b'\\ No newline at end of file'