feat(world): add initial fake3D world implementation

This commit is contained in:
Kazhnuz 2019-06-30 17:07:58 +02:00
parent a60058522b
commit 2004efa558
4 changed files with 484 additions and 0 deletions

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@ -27,6 +27,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **camera:** Add two new camera types: "middle" and "zoom". - **camera:** Add two new camera types: "middle" and "zoom".
- **world:** Add a fake 3D world, à la Zelda or BeatThemAll
### Changed ### Changed
- **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors - **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors

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@ -0,0 +1,209 @@
-- actor3D.lua :: the implementation of a 2D actor. It contain every element
-- needed to create your own 2D actors.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.actor3D$', '') .. "."
local BaseActor = require(cwd .. "baseactor")
local Actor3D = BaseActor:extend()
local Hitbox = require(cwd .. "utils.hitbox3D")
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
Actor3D.super.new(self, world, type, x, y, z, w, h, d, isSolid)
self:initHitboxes()
end
function Actor3D:destroy()
self.world:removeActor(self)
self.mainHitbox:destroy()
self.isDestroyed = true
end
-- PHYSICS FUNCTIONS
-- Handle movement and collisions.
function Actor3D:autoMove(dt)
self:updateHitboxes()
self.onGround = false
self:applyGravity(dt)
local dx, dy, dz = self:getFuturePosition(dt)
local newx, newy, newz, cols, colNumber = self:move(dx, dy, dz)
-- apply after the movement the friction, until the player stop
-- note: the friction is applied according to the delta time,
-- thus the friction should be how much speed is substracted in 1 second
self:solveAllCollisions(cols)
self:applyFriction(dt)
end
function Actor3D:changeSpeedToCollisionNormal(normal)
local xsp, ysp, zsp = self.xsp, self.ysp, self.zsp
local nx, ny, nz = normal.x, normal.y, normal.z
if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then
xsp = -xsp * self.bounceFactor
end
if (ny < 0 and ysp > 0) or (ny > 0 and ysp < 0) then
ysp = -ysp * self.bounceFactor
end
if (nz < 0 and zsp > 0) or (nz > 0 and zsp < 0) then
zsp = -zsp * self.bounceFactor
end
self.xsp, self.ysp, self.zsp = xsp, ysp, zsp
end
function Actor3D:move(dx, dy, dz)
local cols, colNumber = {}, 0
if (self.isDestroyed == false) then
self.x, self.y, self.z, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, dz, self.filter)
self.mainHitbox:updatePosition()
end
return self.x, self.y, self.z, cols, colNumber
end
function Actor3D:checkCollision(dx, dy, dz)
local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
if (self.isDestroyed == false) then
x, y, z, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, dz, self.filter)
end
return self.x, self.y, self.z, cols, colNumber
end
-- GRAVITY SYSTEM FUNCTIONS
-- All functions related to gravity
function Actor3D:applyGravity(dt)
self.zsp = self.zsp - (self.grav * dt)
if utils.math.sign(self.zsp) == utils.math.sign(self.grav) then
self:checkGround( )
end
end
function Actor3D:checkGround()
local dx, dy, dz = self.x, self.y, self.z + utils.math.sign(self.grav)
local newx, newy, newz, cols, colNumber = self:checkCollision(dx, dy, dz)
for i, col in ipairs(cols) do
if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
if not (self.grav == 0) then
if col.normal.z ~= utils.math.sign(self.grav) then self.onGround = true end
end
end
end
end
-- COORDINATE/MOVEMENT FUNCTIONS
-- Handle coordinate
function Actor3D:getViewCenter()
local x, y, z = self:getCenter()
return x, y - (self.d/2)
end
-- HITBOXES FUNCTIONS
-- Functions related to actor hitboxes
function Actor3D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
local sx, sy = self:getSpriteScalling()
local type = framedata[1]
local ox = framedata[2]
local oy = framedata[3]
local oz = framedata[4]
local w = framedata[5]
local h = framedata[6]
local d = framedata[7]
local isSolid = framedata[8] or false
local anim = animationID or "null"
local frame = frameID or 0
local id = hitboxID or 0
if (sx < 0) then
ox = self.w - ox - w
end
if (sy < 0) then
oz = self.d - oz - d
end
if (type == "main") then
self.mainHitbox:modify(ox, oy, oz, w, h, d)
else
local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, ox, oy, oz, w, h, d, isSolid)
return hitboxName
end
end
function Actor3D:initMainHitbox()
self.mainHitbox = Hitbox(self, self.type, 0, 0, 0, self.w, self.h, self.d, self.isSolid)
self.mainHitbox:advertiseAsMainHitbox()
end
function Actor3D:addHitbox(name, type, ox, oy, oz, w, h, d, isSolid)
if (self.hitboxes[name] ~= nil) then
print("ERROR:", "The hitbox " .. name .. " already exists")
else
local hitbox = Hitbox(self, type, ox, oy, oz, w, h, d, isSolid)
self.hitboxes[name] = hitbox
return hitbox
end
end
function Actor3D:checkHitboxCollisions(name, filter)
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter)
end
function Actor3D:checkHitboxCollisionsAtPoint(name, dx, dy, dz, filter)
local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
local filter = filter or self.filter
if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
x, y, z, cols, colNumber = self.hitboxes[name]:checkCollision(dx, dy, dz, filter)
local type = self.hitboxes[name].type
for i, col in ipairs(cols) do
self:hitboxResponse(name, type, col)
end
end
return x, y, z, cols, colNumber
end
-- DRAW FUNCTIONS
-- Draw the actors.
function Actor3D:draw()
self:drawStart()
local x, y = math.floor(self.x), math.floor(self.y - self.z)
self:drawSprite(x, y)
self:drawEnd()
end
return Actor3D

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@ -0,0 +1,129 @@
-- hitbox3D.lua :: a basic 3D hitbox object. It's used by the actors to check
-- collisions and to handle different type of responses.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Hitbox3D = Object:extend()
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function Hitbox3D:new(owner, type, ox, oy, oz, w, h, d, isSolid)
self.owner = owner
self.world = owner.world
self.type = type
self.ox = ox
self.oy = oy
self.oz = oz
self.x, self.y, self.z = self:getPosition()
self.w = w
self.h = h
self.d = d
self.isSolid = isSolid
self.isMainHitBox = false
self:setDebugColor(0,0,0)
self:register()
end
function Hitbox3D:advertiseAsMainHitbox()
self.isMainHitBox = true
end
function Hitbox3D:modify(ox, oy, oz, w, h, d)
self.ox = ox
self.oy = oy
self.oz = oz
self.x, self.y, self.z = self:getPosition()
self.w = w
self.h = h
self.d = d
end
function Hitbox3D:setDebugColor(r,g,b)
self.debug = {}
self.debug.r = r
self.debug.g = g
self.debug.b = b
end
function Hitbox3D:register()
self.world:registerBody(self)
end
function Hitbox3D:destroy()
self.world:removeBody(self)
end
-- COORDINATE FUNCTIONS
-- Handle Hitbox position
function Hitbox3D:updatePosition()
self.x, self.y, self.z = self:getPosition()
self.world:updateBody(self)
return self.x, self.y, self.z
end
function Hitbox3D:getPosition()
return self.ox + self.owner.x, self.oy + self.owner.y, self.oz + self.owner.z
end
function Hitbox3D:getOwnerPosition()
return self.x - self.ox, self.y - self.oy, self.z - self.oz
end
function Hitbox3D:getNewOwnerPosition(x, y, z)
return x - self.ox, y - self.oy, z - self.oz
end
function Hitbox3D:getCenter()
return self.x + (self.w/2), self.y + (self.h/2), self.z + (self.d/2)
end
-- COLLISION FUNCTIONS
-- Handle Hitbox position
function Hitbox3D:checkCollision(dx, dy, dz, filter)
self:updatePosition()
local dx, dy = self.ox + dx, self.oy + dy, self.oz + dz
local x, y, z, cols, colNumber = self.world:checkCollision(self, dx, dy, dz, filter)
local newx, newy, newz = self:getNewOwnerPosition(x, y, z)
return newx, newy, newz, cols, colNumber
end
-- DRAW FUNCTIONS
-- Just some debug function to draw hitbox
function Hitbox3D:draw()
local x, y, z = self:getPosition()
love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1)
utils.graphics.box(x, (y-z) - (self.d), self.w, self.h)
love.graphics.setColor(self.debug.r/2, self.debug.g/2, self.debug.b/2, 1)
utils.graphics.box(x, (y-z) - (self.d) + (self.h), self.w, self.d)
utils.graphics.resetColor()
end
return Hitbox3D

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@ -0,0 +1,144 @@
-- world3D.lua :: a basic fake3D world based on bump-2dpd.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.world3D$', '') .. "."
local BaseWorld = require(cwd .. "baseworld")
local World3D = BaseWorld:extend()
local Sti = require(cwd .. "libs.sti")
local Bump = require(cwd .. "libs.bump")
local Bump3D = require(cwd .. "libs.bump-3dpd")
local CameraSystem = require(cwd .. "camera")
function World3D:new(scene, actorlist, mapfile)
World3D.super.new(self, scene, actorlist, mapfile)
end
-- ACTORS FUNCTIONS
-- Add support for bodies in Actor functions
function World3D:initActors()
self.currentCreationID = 0
self.actors = {}
self.bodies = Bump3D.newWorld(50)
end
function World3D:newActor(name, x, y, z)
self.obj.index[name](self, x, y, z)
end
function World3D:newCollision(name, x, y, z, w, h, d)
self.obj.collisions[name](self, x, y, z, w, h, d)
end
function World3D:moveActor(actor, x, y, z, filter)
return self.bodies:move(actor.mainHitbox, x, y, z, filter)
end
function World3D:getActorsInRect(x, y, w, h)
-- Just a placeholder before adding a better algorythm
World3D.super.getActorsInRect(x, y, w, h)
end
function World3D:getVisibleActors(id)
return self.actors
end
-- PLAYER FUNCTIONS
-- Load player stuff
function World3D:addPlayer(actor, sourceid, haveCam)
local player = {}
player.actor = actor
player.sourceid = sourceid or 1
table.insert(self.players, player)
self.cameras:addTarget(player.actor)
end
-- MAP LOADING FUNCTIONS
-- Handle loading of actors from map
function World3D:batchActor(objectlayer, object)
local name = objectlayer.name
local gwidth = object.properties.gwidth or self.map.tilewidth
local gheight = object.properties.gheight or self.map.tileheight
local x = object.x
local y = object.y
local z = object.properties.z or 0
local w = object.width
local h = object.height
local cellHor = math.ceil(w / gwidth)
local cellVert = math.ceil(h / gheight)
for i=1, cellHor do
for j=1, cellVert do
self:newActor(name, x + (i-1)*gwidth, y + (j-1)*gheight, z)
end
end
end
function World3D:newActorFromMap(objectlayer, object)
local z = object.properties.z or 0
self:newActor(objectlayer.name, object.x, object.y, z)
end
function World3D:newCollisionFromMap(objectlayer, object)
local z = object.properties.z or 0
local d = object.properties.d or 16
self:newCollision(objectlayer.name, object.x, object.y, z, object.width, object.height, d)
end
function World3D:addPlayerFromMap(object, i)
local z = object.properties.z or 0
self:addPlayer(self.obj.Player(self, object.x, object.y, z), i)
end
-- BODIES MANAGEMENT FUNCTIONS
-- Basic function to handle bodies. Wrappers around Bump2D functions
function World3D:registerBody(body)
return self.bodies:add(body, body.x, body.y, body.z, body.w, body.h, body.d)
end
function World3D:updateBody(body)
return self.bodies:update(body, body.x, body.y, body.z, body.w, body.h, body.d)
end
function World3D:removeBody(body)
return self.bodies:remove(body)
end
function World3D:checkCollision(body, x, y, z, filter)
return self.bodies:check(body, x, y, z, filter)
end
function World3D:getBodiesInRect(x, y, w, h)
return {} --self.bodies:queryRect(x, y, w, h)
end
return World3D