modules/world: put timers and sprites functions in the base actor
This commit is contained in:
parent
6225f1fb4e
commit
1d26588904
2 changed files with 95 additions and 92 deletions
|
@ -26,8 +26,6 @@ local cwd = (...):gsub('%.actor2D$', '') .. "."
|
|||
local BaseActor = require(cwd .. "baseactor")
|
||||
local Actor2D = BaseActor:extend()
|
||||
|
||||
local Timer = require(cwd .. "utils.timer")
|
||||
|
||||
-- INIT FUNCTIONS
|
||||
-- Initialise the actor and its base functions
|
||||
|
||||
|
@ -35,8 +33,6 @@ function Actor2D:new(world, type, x, y, w, h, isSolid)
|
|||
Actor2D.super.new(self, world, type)
|
||||
self:initPhysics(x, y, w, h, isSolid)
|
||||
self:register()
|
||||
|
||||
self:initTimers()
|
||||
end
|
||||
|
||||
function Actor2D:initPhysics(x, y, w, h, isSolid)
|
||||
|
@ -57,34 +53,12 @@ function Actor2D:initPhysics(x, y, w, h, isSolid)
|
|||
self.isSolid = isSolid or false
|
||||
|
||||
self:setFilter()
|
||||
self:setSprite()
|
||||
end
|
||||
|
||||
function Actor2D:setBounceFactor(newBounceFactor)
|
||||
self.bounceFactor = newBounceFactor or 0
|
||||
end
|
||||
|
||||
-- TIMER FUNCTIONS
|
||||
-- Control the integrated timers of the actor
|
||||
|
||||
function Actor2D:initTimers()
|
||||
self.timers = {}
|
||||
end
|
||||
|
||||
function Actor2D:addTimer(name, t)
|
||||
self.timers[name] = Timer(self, name, t)
|
||||
end
|
||||
|
||||
function Actor2D:updateTimers(dt)
|
||||
for k,v in pairs(self.timers) do
|
||||
v:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
function Actor2D:timerResponse(name)
|
||||
-- here come the timer responses
|
||||
end
|
||||
|
||||
-- UPDATE FUNCTIONS
|
||||
-- Theses functions are activated every steps
|
||||
|
||||
|
@ -228,74 +202,9 @@ function Actor2D:applyGravity(dt)
|
|||
end
|
||||
end
|
||||
|
||||
-- DRAW & SPRITES FUNCTIONS
|
||||
-- DRAW FUNCTIONS
|
||||
-- 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)
|
||||
self.sprite.clone = nil
|
||||
end
|
||||
|
||||
function Actor2D:cloneSprite()
|
||||
if self.sprite.name ~= nil then
|
||||
self.sprite.clone = self.assets.sprites[self.sprite.name]:clone()
|
||||
end
|
||||
end
|
||||
|
||||
function Actor2D:changeAnimation(animation, restart)
|
||||
if (self.sprite.clone == nil) then
|
||||
self.assets.sprites[self.sprite.name]:changeAnimation(animation, restart)
|
||||
else
|
||||
self.sprite.clone:changeAnimation(animation, restart)
|
||||
end
|
||||
end
|
||||
|
||||
function Actor2D:setCustomSpeed(customSpeed)
|
||||
if (self.sprite.clone == nil) then
|
||||
self.assets.sprites[self.sprite.name]:setCustomSpeed(customSpeed)
|
||||
else
|
||||
self.sprite.clone:setCustomSpeed(customSpeed)
|
||||
end
|
||||
end
|
||||
|
||||
function Actor2D:updateSprite(dt)
|
||||
if (self.sprite.clone ~= nil) then
|
||||
self.sprite.clone:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
function Actor2D:setSpriteScallingX(sx)
|
||||
local sx = sx or 1
|
||||
|
||||
self.sprite.sx = sx
|
||||
end
|
||||
|
||||
function Actor2D:setSpriteScallingY(sy)
|
||||
local sy = sy or 1
|
||||
|
||||
self.sprite.sy = sy
|
||||
end
|
||||
|
||||
function Actor2D:drawSprite(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
if (self.sprite.name ~= nil) then
|
||||
local x = x + self.sprite.ox
|
||||
local y = y + self.sprite.oy
|
||||
local sx = sx or self.sprite.sx
|
||||
local sy = sy or self.sprite.sy
|
||||
if (self.sprite.clone ~= nil) then
|
||||
self.sprite.clone:draw(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
else
|
||||
self.assets.sprites[self.sprite.name]:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Actor2D:getCenter()
|
||||
return (self.x + (self.w / 2)), (self.y + (self.h / 2))
|
||||
end
|
||||
|
|
|
@ -22,8 +22,11 @@
|
|||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
]]
|
||||
|
||||
local cwd = (...):gsub('%.baseactor$', '') .. "."
|
||||
local BaseActor = Object:extend()
|
||||
|
||||
local Timer = require(cwd .. "utils.timer")
|
||||
|
||||
-- INIT FUNCTIONS
|
||||
-- Initialise the actor and its base functions
|
||||
|
||||
|
@ -31,6 +34,8 @@ function BaseActor:new(world, type)
|
|||
self.type = type or ""
|
||||
self:setManagers(world)
|
||||
self:initKeys()
|
||||
self:initTimers()
|
||||
self:setSprite()
|
||||
|
||||
self:setDebugColor(1, 1, 1)
|
||||
end
|
||||
|
@ -70,4 +75,93 @@ function BaseActor:getInput(keys)
|
|||
self.keys = keys or core.input.fakekeys
|
||||
end
|
||||
|
||||
-- TIMER FUNCTIONS
|
||||
-- Control the integrated timers of the actor
|
||||
|
||||
function BaseActor:initTimers()
|
||||
self.timers = {}
|
||||
end
|
||||
|
||||
function BaseActor:addTimer(name, t)
|
||||
self.timers[name] = Timer(self, name, t)
|
||||
end
|
||||
|
||||
function BaseActor:updateTimers(dt)
|
||||
for k,v in pairs(self.timers) do
|
||||
v:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
function BaseActor:timerResponse(name)
|
||||
-- here come the timer responses
|
||||
end
|
||||
|
||||
-- SPRITES FUNCTIONS
|
||||
-- Handle the sprite of the actor
|
||||
|
||||
function BaseActor: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)
|
||||
self.sprite.clone = nil
|
||||
end
|
||||
|
||||
function BaseActor:cloneSprite()
|
||||
if self.sprite.name ~= nil then
|
||||
self.sprite.clone = self.assets.sprites[self.sprite.name]:clone()
|
||||
end
|
||||
end
|
||||
|
||||
function BaseActor:changeAnimation(animation, restart)
|
||||
if (self.sprite.clone == nil) then
|
||||
self.assets.sprites[self.sprite.name]:changeAnimation(animation, restart)
|
||||
else
|
||||
self.sprite.clone:changeAnimation(animation, restart)
|
||||
end
|
||||
end
|
||||
|
||||
function BaseActor:setCustomSpeed(customSpeed)
|
||||
if (self.sprite.clone == nil) then
|
||||
self.assets.sprites[self.sprite.name]:setCustomSpeed(customSpeed)
|
||||
else
|
||||
self.sprite.clone:setCustomSpeed(customSpeed)
|
||||
end
|
||||
end
|
||||
|
||||
function BaseActor:updateSprite(dt)
|
||||
if (self.sprite.clone ~= nil) then
|
||||
self.sprite.clone:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
function BaseActor:setSpriteScallingX(sx)
|
||||
local sx = sx or 1
|
||||
|
||||
self.sprite.sx = sx
|
||||
end
|
||||
|
||||
function BaseActor:setSpriteScallingY(sy)
|
||||
local sy = sy or 1
|
||||
|
||||
self.sprite.sy = sy
|
||||
end
|
||||
|
||||
function BaseActor:drawSprite(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
if (self.sprite.name ~= nil) then
|
||||
local x = x + self.sprite.ox
|
||||
local y = y + self.sprite.oy
|
||||
local sx = sx or self.sprite.sx
|
||||
local sy = sy or self.sprite.sy
|
||||
if (self.sprite.clone ~= nil) then
|
||||
self.sprite.clone:draw(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
else
|
||||
self.assets.sprites[self.sprite.name]:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return BaseActor
|
||||
|
|
Loading…
Reference in a new issue