/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 22:11:55 UTC
  • Revision ID: josh@9ix.org-20130305221155-hva5q53evnqqfn58
build script to build .love file

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--inspect = require 'inspect'
6
 
--_ = require 'underscore'
7
5
 
8
 
Player = Animation:extend {
 
6
Player = Tile:extend {
9
7
   image = 'data/player.png',
10
 
   height = 32,
11
 
   width = 32,
12
 
   sequences = {
13
 
      stand = { frames = { 1 }, fps = 1 },
14
 
      walk = { frames = { 2, 3 }, fps = 5 },
15
 
      jump = { frames = { 4 }, fps = 1 }
16
 
   },
17
8
   onNew = function (self)
18
9
              self.velocity.y = 0
19
10
              self.maxVelocity.y = 400
22
13
                     -- this is all in startframe so it happens before
23
14
                     -- physics calc at beginning of update
24
15
 
25
 
                     -- jumping/falling updates could go in EndFrame...
26
 
                     self.falling = self.velocity.y > 0
27
 
                     if self.falling then self.jumping = false end
28
 
                     --print(self.jumping, self.falling)
29
 
 
30
 
                     if not self:onGround() then
31
 
                        self:play('jump')
32
 
                     end
33
 
 
34
16
                     self.velocity.x = 0
35
17
                     self.acceleration.y = 800
36
18
 
37
19
                     if the.keys:pressed('left') then
38
20
                        self.velocity.x = -200
39
 
                        if self:onGround() then self:play('walk') end
40
21
                     elseif the.keys:pressed('right') then
41
22
                        self.velocity.x = 200
42
 
                        if self:onGround() then self:play('walk') end
43
 
                     else
44
 
                        if self:onGround() then self:play('stand') end
45
23
                     end
46
24
 
47
 
                     if the.keys:justPressed('up') and self:onGround() then
 
25
                     if the.keys:justPressed('up') then
48
26
                        self.velocity.y = -400
49
 
                        self.jumping = true
50
27
                     end
51
28
                  end,
52
 
   onEndFrame = function (self)
53
 
                   --print(self.velocity.y)
54
 
                end,
55
29
   onCollide = function (self, other, xOverlap, yOverlap)
56
30
                  -- seriously, why does this even fire?
57
31
                  if other == the.view.map then return end
69
43
                     if xov ~= 0 and yov ~= 0 then
70
44
                        self.velocity.y = 0
71
45
                        other:displace(self)
72
 
                        self.jumping = false
73
46
                     end
74
47
                  else
75
48
                     print('??')
76
49
                  end
77
50
 
78
 
               end,
79
 
   onGround = function (self)
80
 
                 return (not self.jumping) and (not self.falling)
81
 
              end
 
51
               end
82
52
}
83
53
 
84
54
GameView = View:extend {
97
67
the.app = App:new {
98
68
   onRun = function (self)
99
69
              self.view = GameView:new()
100
 
              --print(inspect(_(the.app):keys()))
101
70
           end,
102
71
   onUpdate = function (self, dt)
103
 
                 -- TODO: make this not work if debug console is active
104
 
                 if the.keys:justPressed('escape') then
105
 
                    love.event.quit()
106
 
                 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
107
76
              end
108
77
}
 
 
b'\\ No newline at end of file'