/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
STRICT = true
DEBUG = true

require 'zoetrope'

Player = Tile:extend {
   image = 'data/player.png',
   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

                     self.velocity.x = 0
                     self.acceleration.y = 800

                     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,
   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)
                  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
                        self.velocity.y = 0
                        other:displace(self)
                     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()
           end,
   onUpdate = function (self, dt)
                 -- apparently I can do this w/ C-A-q if DEBUG is on
                 -- if the.keys:justPressed('escape') then
                 --    love.event.quit()
                 -- end
              end
}