/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
 
   onUpdate = function (self)
53
 
                 -- needs to happen right before collision
54
 
                 self.onGround = false
55
 
                end,
56
29
   onCollide = function (self, other, xOverlap, yOverlap)
57
30
                  -- seriously, why does this even fire?
58
31
                  if other == the.view.map then return end
63
36
                  -- assumption: any other collision is with a solid map tile
64
37
                  if yOverlap > xOverlap then
65
38
                     other:displace(self)
66
 
 
67
 
                     if self.velocity.x > 0 then
68
 
                        self.onWall = 'right'
69
 
                     elseif self.velocity.x < 0 then
70
 
                        self.onWall = 'left'
71
 
                     else
72
 
                        print '??'
73
 
                     end
74
39
                  elseif xOverlap > yOverlap then
75
40
                     -- check if we've moved since collisions were generated
76
41
                     local xov, yov = self:overlap(other.x, other.y,
77
42
                                                   other.width, other.height)
78
43
                     if xov ~= 0 and yov ~= 0 then
79
 
                        --print('y collision')
80
 
                        if self.velocity.y > 0 then
81
 
                           self.onGround = true
82
 
                        end
83
 
 
84
44
                        self.velocity.y = 0
85
45
                        other:displace(self)
86
 
                        self.jumping = false
87
46
                     end
88
47
                  else
89
48
                     print('??')
90
49
                  end
91
50
 
92
 
               end,
 
51
               end
93
52
}
94
53
 
95
54
GameView = View:extend {
108
67
the.app = App:new {
109
68
   onRun = function (self)
110
69
              self.view = GameView:new()
111
 
              --print(inspect(_(the.app):keys()))
112
 
              self.console:watch('onGround', 'the.player.onGround')
113
 
              self.console:watch('onWall', 'the.player.onWall')
114
70
           end,
115
71
   onUpdate = function (self, dt)
116
 
                 if the.keys:justPressed('escape') and 
117
 
                   not self.console.visible then
118
 
                    love.event.quit()
119
 
                 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
120
76
              end
121
77
}
 
 
b'\\ No newline at end of file'