improvement(actor): put hitbox functions that make sense in baseactor
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2 changed files with 95 additions and 88 deletions
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@ -129,57 +129,6 @@ end
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-- HITBOXES FUNCTIONS
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-- Functions related to actor hitboxes
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function Actor2D:initHitboxes()
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self:initMainHitbox()
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self.hitboxes = {}
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self.hitboxListFile = ""
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self.hitboxList = nil
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end
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function Actor2D:setHitboxFile(file)
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self.hitboxList = require(file)
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self.hitboxListFile = file
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end
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function Actor2D:getAutomaticHitboxLoading()
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return (self.hitboxList ~= nil)
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end
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function Actor2D:getHitboxFile()
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return self.hitboxListFile
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end
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function Actor2D:getHitboxList(animation, frame)
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if (animation == nil) or (self.hitboxList == nil) then
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return self.hitboxList
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else
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local list = self.hitboxList[animation]
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if (frame == nil) or (list == nil) then
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return list
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else
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return list[frame]
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end
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end
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end
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function Actor2D:updateHitboxes()
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if (self.hitboxList ~= nil) then
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self:purgeHitbox()
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local animation, frame
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animation = self:getCurrentAnimation()
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frame = self:getRelativeFrame()
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local hitboxList = self:getHitboxList(animation, frame)
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if (hitboxList ~= nil) then
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for i,v in ipairs(hitboxList) do
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self:addHitboxFromFrameData(v, animation, frame, i)
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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:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
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local sx, sy = self:getSpriteScalling()
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local type = framedata[1]
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@ -222,12 +171,6 @@ function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
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end
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end
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function Actor2D:checkHitboxesCollisions(filter)
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for k,v in pairs(self.hitboxes) do
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self:checkHitboxCollisionsAtPoint(k, self.x, self.y, filter)
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end
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end
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function Actor2D:checkHitboxCollisions(name, filter)
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self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter)
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end
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@ -247,36 +190,6 @@ function Actor2D:checkHitboxCollisionsAtPoint(name, dx, dy, filter)
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return x, y, cols, colNumber
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end
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function Actor2D:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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end
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function Actor2D:removeHitbox(name)
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if (self.hitboxes[name] ~= nil) then
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self.hitboxes[name]:destroy()
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self.hitboxes[name] = nil
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end
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end
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function Actor2D:purgeHitbox()
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for k,v in pairs(self.hitboxes) do
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v:destroy()
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end
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self.hitboxes = {}
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end
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function Actor2D:drawHitboxes()
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for k,v in pairs(self.hitboxes) do
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v:draw()
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end
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self.mainHitbox:draw()
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end
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function Actor2D:drawMainHitbox()
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self.mainHitbox:draw()
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end
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-- DRAW FUNCTIONS
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-- Draw the actors.
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@ -246,6 +246,101 @@ function BaseActor:timerResponse(name)
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-- here come the timer responses
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end
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-- HITBOX FUNCTIONS
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-- All functions to handle hitboxes
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function BaseActor:initHitboxes()
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self:initMainHitbox()
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self.hitboxes = {}
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self.hitboxListFile = ""
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self.hitboxList = nil
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end
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function BaseActor:initMainHitbox()
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-- Empty function : don't load ANY real hitbox function into baseactor
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end
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function BaseActor:setHitboxFile(file)
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self.hitboxList = require(file)
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self.hitboxListFile = file
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end
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function BaseActor:getAutomaticHitboxLoading()
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return (self.hitboxList ~= nil)
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end
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function BaseActor:getHitboxFile()
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return self.hitboxListFile
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end
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function BaseActor:getHitboxList(animation, frame)
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if (animation == nil) or (self.hitboxList == nil) then
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return self.hitboxList
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else
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local list = self.hitboxList[animation]
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if (frame == nil) or (list == nil) then
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return list
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else
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return list[frame]
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end
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end
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end
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function BaseActor:updateHitboxes()
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if (self.hitboxList ~= nil) then
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self:purgeHitbox()
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local animation, frame
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animation = self:getCurrentAnimation()
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frame = self:getRelativeFrame()
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local hitboxList = self:getHitboxList(animation, frame)
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if (hitboxList ~= nil) then
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for i,v in ipairs(hitboxList) do
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self:addHitboxFromFrameData(v, animation, frame, i)
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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 BaseActor:checkHitboxesCollisions(filter)
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for k,v in pairs(self.hitboxes) do
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self:checkHitboxCollisions(k, filter)
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end
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end
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function BaseActor:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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end
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function BaseActor:removeHitbox(name)
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if (self.hitboxes[name] ~= nil) then
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self.hitboxes[name]:destroy()
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self.hitboxes[name] = nil
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end
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end
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function BaseActor:purgeHitbox()
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for k,v in pairs(self.hitboxes) do
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v:destroy()
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end
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self.hitboxes = {}
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end
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function BaseActor:drawHitboxes()
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for k,v in pairs(self.hitboxes) do
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v:draw()
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end
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self:drawMainHitbox()
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end
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function BaseActor:drawMainHitbox()
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if (self.mainHitbox ~= nil) then
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self.mainHitbox:draw()
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end
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end
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-- DRAW FUNCTIONS
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-- Draw the actors.
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@ -266,7 +361,6 @@ function BaseActor:drawHUD(id, height, width)
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end
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-- SPRITES FUNCTIONS
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-- Handle the sprite of the actor
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