modules/world: add a basic sprite system for the Actor2D

This commit is contained in:
Kazhnuz 2019-05-01 11:07:53 +02:00
parent d908604dcb
commit 1a669029ea

View file

@ -43,6 +43,7 @@ function Actor2D:setManagers(world)
self.world = world self.world = world
self.scene = world.scene self.scene = world.scene
self.obj = world.obj self.obj = world.obj
self.assets = self.scene.assets
end end
function Actor2D:setDebugColor(r,g,b) function Actor2D:setDebugColor(r,g,b)
@ -69,6 +70,7 @@ function Actor2D:initPhysics(x, y, w, h, isSolid)
self.isSolid = isSolid or false self.isSolid = isSolid or false
self:setFilter() self:setFilter()
self:setSprite()
end end
function Actor2D:register() function Actor2D:register()
@ -161,6 +163,34 @@ end
-- DRAW FUNCTIONS -- DRAW FUNCTIONS
-- Draw the actors. -- Draw the actors.
function Actor2D:setSprite(spritename, ox, oy)
self.sprite = {}
self.sprite.name = spritename or nil
self.sprite.ox = ox or 0
self.sprite.oy = oy or 0
self.sprite.sx = 1
self.sprite.sy = 1
self.sprite.exist = (spritename ~= nil)
end
function Actor2D:setSpriteScallingX(sx)
local sx = sx or 1
end
function Actor2D:setSpriteScallingY(sy)
local sy = sy or 1
end
function Actor2D:drawSprite(x, y, r, sx, sy, ox, oy, kx, ky)
if (self.sprite.name ~= nil) then
local ox = oy or self.sprite.ox
local oy = oy or self.sprite.oy
local sx = sx or self.sprite.sx
local sy = sy or self.sprite.sy
self.assets.sprites[self.sprite.name]:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
end
end
function Actor2D:getCenter() function Actor2D:getCenter()
return (self.x + (self.w / 2)), (self.y + (self.h / 2)) return (self.x + (self.w / 2)), (self.y + (self.h / 2))
end end
@ -170,7 +200,8 @@ function Actor2D:getViewCenter()
end end
function Actor2D:draw() function Actor2D:draw()
-- here will be update actions local x, y = math.floor(self.x), math.floor(self.y)
self:drawSprite(self.x, self.y)
end end
function Actor2D:drawHitbox() function Actor2D:drawHitbox()