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STRICT = true
DEBUG = true
require 'zoetrope'
TERM_VEL = 400
Player = Tile:extend {
image = 'data/player.png',
onNew = function (self)
self.velocity.y = 0
end,
onStartFrame = function (self)
-- this is all in startframe so it happens before
-- physics calc at beginning of update
self.velocity.x = 0
-- TODO: this can be replaced with sprite.maxVel.y
if self.velocity.y >= TERM_VEL then
self.velocity.y = TERM_VEL
self.acceleration.y = 0
else
self.acceleration.y = 800
end
if the.keys:pressed('left') then
self.velocity.x = -200
elseif the.keys:pressed('right') then
self.velocity.x = 200
end
if the.keys:justPressed('up') then
self.velocity.y = -400
end
end,
onUpdate = function (self)
-- this is called after physics, so this makes sense here
the.view.map:subdisplace(self)
end
}
GameView = View:extend {
onNew = function (self)
self:loadLayers('data/map.lua')
self.focus = the.player
self:clampTo(self.map)
end
}
the.app = App:new {
onRun = function (self)
self.view = GameView:new()
end,
onUpdate = function (self, dt)
if the.keys:justPressed('escape') then
love.event.quit()
end
end
}
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