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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,
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
(DEBUG and 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
-- text blob
if not self.text then
self.text = Text:new{wordWrap = true, width = 50, tint = {0,0,0}}
self.textfill = Fill:new{width = 54, border = {0,0,255}}
--the.view:add(self.textfill)
--the.view:add(self.text)
end
self.text.text = "Blah blah big text etc etc wrapping"
self.text:centerAround(self.x+16, self.y+16, 'horizontal')
_, texth = self.text:getSize()
self.text.y = self.y - texth - 4
self.textfill.x = self.text.x - 2
self.textfill.y = self.text.y - 2
self.textfill.height = texth + 4
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
}
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