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STRICT = true
DEBUG = true
require 'zoetrope'
--inspect = require 'inspect'
--_ = require 'underscore'
Player = Animation:extend {
image = 'data/player.png',
height = 32,
width = 32,
sequences = {
stand = { frames = { 1 }, fps = 1 },
walk = { frames = { 2, 3 }, fps = 5 },
jump = { frames = { 4 }, fps = 1 }
},
onNew = function (self)
self.velocity.y = 0
self.maxVelocity.y = 400
end,
onStartFrame = function (self)
-- this is all in startframe so it happens before
-- physics calc at beginning of update
-- jumping/falling updates could go in EndFrame...
self.falling = self.velocity.y > 0
if self.falling then self.jumping = false end
--print(self.jumping, self.falling)
if not self.onGround then
self:play('jump')
end
self.velocity.x = 0
self.acceleration.y = 800
if the.keys:pressed('left') then
self.velocity.x = -200
if self.onGround then self:play('walk') end
elseif the.keys:pressed('right') then
self.velocity.x = 200
if self.onGround then self:play('walk') end
else
if self.onGround then self:play('stand') end
end
if the.keys:justPressed('up') and self.onGround then
self.velocity.y = -400
self.jumping = true
end
end,
onUpdate = function (self)
-- needs to happen right before collision
self.onGround = false
end,
onCollide = function (self, other, xOverlap, yOverlap)
-- seriously, why does this even fire?
if other == the.view.map then return end
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
-- assumption: any other collision is with a solid map tile
if yOverlap > xOverlap then
other:displace(self)
if self.velocity.x > 0 then
self.onWall = 'right'
elseif self.velocity.x < 0 then
self.onWall = 'left'
else
print '??'
end
elseif xOverlap > yOverlap then
-- check if we've moved since collisions were generated
local xov, yov = self:overlap(other.x, other.y,
other.width, other.height)
if xov ~= 0 and yov ~= 0 then
--print('y collision')
if self.velocity.y > 0 then
self.onGround = true
end
self.velocity.y = 0
other:displace(self)
self.jumping = false
end
else
print('??')
end
end,
}
GameView = View:extend {
onNew = function (self)
self:loadLayers('data/map.lua')
self.focus = the.player
self:clampTo(self.map)
end,
onUpdate = function (self)
--print('tick')
the.player:collide(self.map)
--self.map:collide(the.player)
end
}
the.app = App:new {
onRun = function (self)
self.view = GameView:new()
--print(inspect(_(the.app):keys()))
self.console:watch('onGround', 'the.player.onGround')
self.console:watch('onWall', 'the.player.onWall')
end,
onUpdate = function (self, dt)
if the.keys:justPressed('escape') and
not self.console.visible then
love.event.quit()
end
end
}
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