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STRICT = true
DEBUG = true
require 'zoetrope'
__ = require 'underscore'
--inspect = require 'inspect'
require 'pepperprof'
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 },
climbLeft = { frames = { 5, 6 }, fps = 5 },
climbRight = { frames = { 7, 8 }, fps = 5 }
},
collisions = {},
onWall = false,
leftWallAt = 0,
onNew = function (self)
self.velocity.y = 0
self.maxVelocity.y = 400
end,
doPhysics = function (self, dir, elapsed)
local vel = self.velocity
local acc = self.acceleration
local drag = self.drag
local minVel = self.minVelocity
local maxVel = self.maxVelocity
-- check existence of properties
if STRICT then
assert(vel, 'active sprite has no velocity property')
assert(acc, 'active sprite has no acceleration property')
assert(drag, 'active sprite has no drag property')
assert(minVel, 'active sprite has no minVelocity property')
assert(maxVel, 'active sprite has no maxVelocity property')
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
end
vel.x = vel.x or 0
vel.y = vel.y or 0
vel.rotation = vel.rotation or 0
-- physics
if acc[dir] and acc[dir] ~= 0 then
vel[dir] = vel[dir] + acc[dir] * elapsed
else
if drag[dir] then
if vel[dir] > 0 then
vel[dir] = vel[dir] - drag[dir] * elapsed
if vel[dir] < 0 then vel[dir] = 0 end
elseif vel[dir] < 0 then
vel[dir] = vel[dir] + drag[dir] * elapsed
if vel[dir] > 0 then vel[dir] = 0 end
end
end
end
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
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) and (not self.onWall) then
self:play('jump')
end
self.acceleration.y = 800
if self.onWall then
self.acceleration.y = 0
if self.onWall == 'right' then
self:play('climbRight')
elseif self.onWall == 'left' then
self:play('climbLeft')
end
if the.keys:pressed('up') then
self.velocity.y = -200
elseif the.keys:pressed('down') then
self.velocity.y = 200
else
self.velocity.y = 0
self:freeze(self.sequences[self.currentName].frames[1])
end
end
if the.keys:pressed('left') then
self.velocity.x = -200
if self.onGround then self:play('walk') end
if self.onWall == 'right' then
self.onWall = false
self.leftWallAt = love.timer.getTime()
end
elseif the.keys:pressed('right') then
self.velocity.x = 200
if self.onGround then self:play('walk') end
if self.onWall == 'left' then
self.onWall = false
self.leftWallAt = love.timer.getTime()
end
else
if not self.onWall then
if self.onGround then self:play('stand') end
self.velocity.x = 0
end
end
if the.keys:justPressed('up') and
(self.onGround or the.console.visible or
(love.timer.getTime() - self.leftWallAt < .1) ) then
self.velocity.y = -400
self.jumping = true
end
end,
update = function (self, elapsed)
-- NOTE: this is an override, not a callback
self:doPhysics('x', elapsed)
self:collide(the.view.map)
-- handle X collisions
self.onWall = false
for _, col in ipairs(self.collisions) do
col.other:displaceDir(self, 'x')
if self.velocity.x > 0 then
self.onWall = 'right'
elseif self.velocity.x < 0 then
self.onWall = 'left'
else
print 'x ??'
end
end
self.onGround = false -- right before Y collision callbacks
self:doPhysics('y', elapsed)
self:collide(the.view.map)
-- handle Y collisions
for _, col in ipairs(self.collisions) do
if self.velocity.y > 0 then
self.onGround = true
end
col.other:displaceDir(self, 'y')
self.velocity.y = 0
self.jumping = false
end
Animation.update(self, elapsed)
end,
collide = function (self, ...)
self.collisions = {}
Animation.collide(self, ...)
-- I could return a true/false value here if I wanted to...
end,
onCollide = function (self, other, xOverlap, yOverlap)
if other == the.view.map then return end
table.insert(self.collisions, {other = other,
xOverlap = xOverlap,
yOverlap = yOverlap })
end
}
-- displace on a specific axis (monkey patch Sprite)
function Sprite:displaceDir(other, dir)
if not self.solid or self == other or not other.solid then return end
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
if other.sprites then
-- handle groups
for _, spr in pairs(other.sprites) do
self:displace(spr, dir)
end
else
-- handle sprites
local dim
if dir == 'x' then
dim = 'width'
elseif dir == 'y' then
dim = 'height'
else
print 'dir ??'
end
local negMove = (other[dir] - self[dir]) + other[dim]
local posMove = (self[dir] + self[dim]) - other[dir]
-- TODO: re-add hinting?
if negMove < posMove then
chg = - negMove
else
chg = posMove
end
end
other[dir] = other[dir] + chg
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()
self.console:watch('onGround', 'the.player.onGround')
self.console:watch('onWall', 'the.player.onWall')
self.console:watch('updateTook', 'the.updateTook')
self.console:watch('drawTook', 'the.drawTook')
--the.profiler = newProfiler('time', 2000)
--the.profiler = newProfiler()
--the.profiler:start()
end,
onUpdate = function (self, dt)
if the.keys:justPressed('escape') then
if the.profiler then
the.profiler:stop()
local outfile = io.open( "profile.txt", "w+" )
the.profiler:report( outfile )
outfile:close()
end
self.quit()
end
end,
update = function (self, dt)
the.updateStart = love.timer.getMicroTime()
App.update(self, dt)
if the.updateStart then
the.updateTook = love.timer.getMicroTime() - the.updateStart
end
end
}
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