5
_ = require 'underscore'
6
--inspect = require 'inspect'
8
Player = Animation:extend {
9
7
image = 'data/player.png',
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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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8
onNew = function (self)
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10
self.maxVelocity.y = 400
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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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-- check existence of properties
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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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vel.rotation = vel.rotation or 0
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if acc[dir] and acc[dir] ~= 0 then
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vel[dir] = vel[dir] + acc[dir] * elapsed
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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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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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if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
64
12
onStartFrame = function (self)
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13
-- this is all in startframe so it happens before
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14
-- physics calc at beginning of update
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-- 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
77
16
self.velocity.x = 0
78
17
self.acceleration.y = 800
81
self.acceleration.y = 0
83
if the.keys:pressed('up') then
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self.velocity.y = -200
86
elseif the.keys:pressed('down') then
95
19
if the.keys:pressed('left') then
96
20
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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21
elseif the.keys:pressed('right') then
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22
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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if self.onGround then self:play('stand') end
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if the.keys:justPressed('up') and self.onGround then
25
if the.keys:justPressed('up') then
109
26
self.velocity.y = -400
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update = function (self, elapsed)
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-- NOTE: this is an override, not a callback
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self:doPhysics('x', elapsed)
118
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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Animation.update(self, elapsed)
125
29
onCollide = function (self, other, xOverlap, yOverlap)
126
30
-- seriously, why does this even fire?
127
31
if other == the.view.map then return end
132
36
-- assumption: any other collision is with a solid map tile
133
37
if yOverlap > xOverlap then
134
38
other:displace(self)
136
if self.velocity.x > 0 then
137
self.onWall = 'right'
138
elseif self.velocity.x < 0 then
143
39
elseif xOverlap > yOverlap then
144
40
-- check if we've moved since collisions were generated
145
41
local xov, yov = self:overlap(other.x, other.y,
146
42
other.width, other.height)
147
43
if xov ~= 0 and yov ~= 0 then
148
--print('y collision')
149
if self.velocity.y > 0 then
153
44
self.velocity.y = 0
154
45
other:displace(self)
164
54
GameView = View:extend {
177
67
the.app = App:new {
178
68
onRun = function (self)
179
69
self.view = GameView:new()
180
--print(inspect(_(the.app):keys()))
181
self.console:watch('onGround', 'the.player.onGround')
182
self.console:watch('onWall', 'the.player.onWall')
184
71
onUpdate = function (self, dt)
185
if the.keys:justPressed('escape') and
186
not self.console.visible 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'