improvement(actor): put hitbox functions that make sense in baseactor

This commit is contained in:
Kazhnuz 2019-06-28 08:43:01 +02:00
parent b4f3008552
commit 369e0ceec0
2 changed files with 95 additions and 88 deletions

View File

@ -129,57 +129,6 @@ end
-- HITBOXES FUNCTIONS
-- Functions related to actor hitboxes
function Actor2D:initHitboxes()
self:initMainHitbox()
self.hitboxes = {}
self.hitboxListFile = ""
self.hitboxList = nil
end
function Actor2D:setHitboxFile(file)
self.hitboxList = require(file)
self.hitboxListFile = file
end
function Actor2D:getAutomaticHitboxLoading()
return (self.hitboxList ~= nil)
end
function Actor2D:getHitboxFile()
return self.hitboxListFile
end
function Actor2D:getHitboxList(animation, frame)
if (animation == nil) or (self.hitboxList == nil) then
return self.hitboxList
else
local list = self.hitboxList[animation]
if (frame == nil) or (list == nil) then
return list
else
return list[frame]
end
end
end
function Actor2D:updateHitboxes()
if (self.hitboxList ~= nil) then
self:purgeHitbox()
local animation, frame
animation = self:getCurrentAnimation()
frame = self:getRelativeFrame()
local hitboxList = self:getHitboxList(animation, frame)
if (hitboxList ~= nil) then
for i,v in ipairs(hitboxList) do
self:addHitboxFromFrameData(v, animation, frame, i)
end
end
end
end
function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
local sx, sy = self:getSpriteScalling()
local type = framedata[1]
@ -222,12 +171,6 @@ function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
end
end
function Actor2D:checkHitboxesCollisions(filter)
for k,v in pairs(self.hitboxes) do
self:checkHitboxCollisionsAtPoint(k, self.x, self.y, filter)
end
end
function Actor2D:checkHitboxCollisions(name, filter)
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter)
end
@ -247,36 +190,6 @@ function Actor2D:checkHitboxCollisionsAtPoint(name, dx, dy, filter)
return x, y, cols, colNumber
end
function Actor2D:hitboxResponse(name, type, collision)
-- just a blank placeholder function
end
function Actor2D:removeHitbox(name)
if (self.hitboxes[name] ~= nil) then
self.hitboxes[name]:destroy()
self.hitboxes[name] = nil
end
end
function Actor2D:purgeHitbox()
for k,v in pairs(self.hitboxes) do
v:destroy()
end
self.hitboxes = {}
end
function Actor2D:drawHitboxes()
for k,v in pairs(self.hitboxes) do
v:draw()
end
self.mainHitbox:draw()
end
function Actor2D:drawMainHitbox()
self.mainHitbox:draw()
end
-- DRAW FUNCTIONS
-- Draw the actors.

View File

@ -246,6 +246,101 @@ function BaseActor:timerResponse(name)
-- here come the timer responses
end
-- HITBOX FUNCTIONS
-- All functions to handle hitboxes
function BaseActor:initHitboxes()
self:initMainHitbox()
self.hitboxes = {}
self.hitboxListFile = ""
self.hitboxList = nil
end
function BaseActor:initMainHitbox()
-- Empty function : don't load ANY real hitbox function into baseactor
end
function BaseActor:setHitboxFile(file)
self.hitboxList = require(file)
self.hitboxListFile = file
end
function BaseActor:getAutomaticHitboxLoading()
return (self.hitboxList ~= nil)
end
function BaseActor:getHitboxFile()
return self.hitboxListFile
end
function BaseActor:getHitboxList(animation, frame)
if (animation == nil) or (self.hitboxList == nil) then
return self.hitboxList
else
local list = self.hitboxList[animation]
if (frame == nil) or (list == nil) then
return list
else
return list[frame]
end
end
end
function BaseActor:updateHitboxes()
if (self.hitboxList ~= nil) then
self:purgeHitbox()
local animation, frame
animation = self:getCurrentAnimation()
frame = self:getRelativeFrame()
local hitboxList = self:getHitboxList(animation, frame)
if (hitboxList ~= nil) then
for i,v in ipairs(hitboxList) do
self:addHitboxFromFrameData(v, animation, frame, i)
end
end
end
end
function BaseActor:checkHitboxesCollisions(filter)
for k,v in pairs(self.hitboxes) do
self:checkHitboxCollisions(k, filter)
end
end
function BaseActor:hitboxResponse(name, type, collision)
-- just a blank placeholder function
end
function BaseActor:removeHitbox(name)
if (self.hitboxes[name] ~= nil) then
self.hitboxes[name]:destroy()
self.hitboxes[name] = nil
end
end
function BaseActor:purgeHitbox()
for k,v in pairs(self.hitboxes) do
v:destroy()
end
self.hitboxes = {}
end
function BaseActor:drawHitboxes()
for k,v in pairs(self.hitboxes) do
v:draw()
end
self:drawMainHitbox()
end
function BaseActor:drawMainHitbox()
if (self.mainHitbox ~= nil) then
self.mainHitbox:draw()
end
end
-- DRAW FUNCTIONS
-- Draw the actors.
@ -266,7 +361,6 @@ function BaseActor:drawHUD(id, height, width)
end
-- SPRITES FUNCTIONS
-- Handle the sprite of the actor