8
6
Player = Tile:extend {
9
7
image = 'data/player.png',
10
8
onNew = function (self)
10
self.maxVelocity.y = 400
13
onUpdate = function (self)
16
if self.velocity.y >= TERM_VEL then
17
self.velocity.y = TERM_VEL
18
self.acceleration.y = 0
20
self.acceleration.y = 800
23
if the.keys:pressed('left') then
24
self.velocity.x = -200
25
elseif the.keys:pressed('right') then
29
if the.keys:justPressed('up') then
30
self.velocity.y = -400
12
onStartFrame = function (self)
13
-- this is all in startframe so it happens before
14
-- physics calc at beginning of update
17
self.acceleration.y = 800
19
if the.keys:pressed('left') then
20
self.velocity.x = -200
21
elseif the.keys:pressed('right') then
25
if the.keys:justPressed('up') then
26
self.velocity.y = -400
29
onCollide = function (self, other, xOverlap, yOverlap)
30
-- seriously, why does this even fire?
31
if other == the.view.map then return end
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)
36
-- assumption: any other collision is with a solid map tile
37
if yOverlap > xOverlap then
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
36
54
GameView = View:extend {
39
57
self.focus = the.player
40
58
self:clampTo(self.map)
43
onEndFrame = function (self, dt)
44
self.map:subdisplace(the.player)
60
onUpdate = function (self)
62
the.player:collide(self.map)
63
--self.map:collide(the.player)
48
67
the.app = App:new {
50
69
self.view = GameView:new()
52
71
onUpdate = function (self, dt)
53
if the.keys:justPressed('escape') then
72
-- apparently I can do this w/ C-A-q if DEBUG is on
73
-- if the.keys:justPressed('escape') then
b'\\ No newline at end of file'