modules/world: use checkCollisions to get if an object is on ground
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1 changed files with 30 additions and 7 deletions
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@ -136,7 +136,6 @@ function Actor2D:solveAllCollisions(cols)
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self:collisionResponse(v)
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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self:changeSpeedToCollisionNormal(col.normal.x, col.normal.y)
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self:checkGround(col.normal.x, col.normal.y)
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end
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end
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end
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@ -159,13 +158,29 @@ function Actor2D:changeSpeedToCollisionNormal(nx, ny)
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self.xsp, self.ysp = xsp, ysp
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end
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function Actor2D:checkGround(nx, ny)
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if not (self.xgrav == 0) then
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if nx ~= utils.math.sign(self.xgrav) then self.onGround = true end
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end
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function Actor2D:checkGroundX()
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local dx, dy = self.x + utils.math.sign(self.xgrav), self.y
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local newx, newy, cols, colNumber = self.world:checkCollision(self, dx, dy, self.filter)
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for i, col in ipairs(cols) do
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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if not (self.ygrav == 0) then
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if ny ~= utils.math.sign(self.ygrav) then self.onGround = true end
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if col.normal.x ~= utils.math.sign(self.xgrav) then self.onGround = true end
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end
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end
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end
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end
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function Actor2D:checkGroundY()
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local dx, dy = self.x, self.y + utils.math.sign(self.ygrav)
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local newx, newy, cols, colNumber = self.world:checkCollision(self, dx, dy, self.filter)
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for i, col in ipairs(cols) do
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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if not (self.ygrav == 0) then
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if col.normal.y ~= utils.math.sign(self.ygrav) then self.onGround = true end
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end
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end
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end
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end
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@ -200,6 +215,14 @@ end
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function Actor2D:applyGravity(dt)
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self.xsp = self.xsp + self.xgrav * dt
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self.ysp = self.ysp + self.ygrav * dt
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if utils.math.sign(self.ysp) == utils.math.sign(self.ygrav) then
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self:checkGroundY( )
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end
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if utils.math.sign(self.xsp) == utils.math.sign(self.xgrav) then
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self:checkGroundX( )
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end
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end
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-- DRAW FUNCTIONS
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