chore: port actors to rect and box

This commit is contained in:
Kazhnuz 2020-11-27 16:03:07 +01:00
parent 82cf59588a
commit 4b66d15014
3 changed files with 19 additions and 30 deletions

View file

@ -22,13 +22,15 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Rect = require "birb.objects.2D.rect"
local BaseActor = require("birb.modules.world.actors.mixins.base")
local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
local TimedActor = require("birb.modules.world.actors.mixins.timers")
local InputActor = require("birb.modules.world.actors.mixins.inputs")
local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
local Actor2D = Object:extend()
local Actor2D = Rect:extend()
Actor2D:implement(BaseActor)
Actor2D:implement(SpritedActor)
Actor2D:implement(TimedActor)
@ -41,8 +43,9 @@ local Hitbox = require("birb.modules.world.actors.utils.hitbox2D")
-- Initialise the actor and its base functions
function Actor2D:new(world, type, x, y, w, h, isSolid)
Actor2D.super.new(self, x, y, w, h)
self:init(world, type)
self:initPhysics(Hitbox, x, y, 0, w, h, 0, isSolid)
self:initPhysics(Hitbox, isSolid)
self:initTimers()
self:initSprite()
self:initKeys()
@ -134,10 +137,6 @@ end
-- DRAW FUNCTIONS
-- Draw the actors.
function Actor2D:getShape()
return (self.x), (self.y), self.w, (self.h)
end
function Actor2D:draw()
self:drawStart()
local x, y = math.floor(self.x), math.floor(self.y)

View file

@ -22,7 +22,8 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.actor3D$', '') .. "."
local BasicBox = require "birb.objects.3D.box"
local BaseActor = require("birb.modules.world.actors.mixins.base")
local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
local TimedActor = require("birb.modules.world.actors.mixins.timers")
@ -30,7 +31,7 @@ local InputActor = require("birb.modules.world.actors.mixins.inputs")
local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
local Shape3DActor = require("birb.modules.world.actors.mixins.shapes")
local Actor3D = Object:extend()
local Actor3D = BasicBox:extend()
Actor3D:implement(BaseActor)
Actor3D:implement(SpritedActor)
Actor3D:implement(TimedActor)
@ -38,15 +39,16 @@ Actor3D:implement(InputActor)
Actor3D:implement(PhysicalActor)
Actor3D:implement(Shape3DActor)
local Hitbox = require(cwd .. "utils.hitbox3D")
local Boxes = require(cwd .. "utils.boxes")
local Hitbox = require("birb.modules.world.actors.utils.hitbox3D")
local Boxes = require("birb.modules.world.actors.utils.boxes")
-- 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, x, y, z, w, h, d)
self:init(world, type)
self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
self:initPhysics(Hitbox, isSolid)
self:initTimers()
self:initSprite()
self:initShape(Boxes, true)

View file

@ -3,15 +3,9 @@ PhysicalActor = Object:extend()
-- PHYSICS FUNCTIONS
-- Raw implementation of everything common in physics
function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
self:setCoordinate(x, y, z)
function PhysicalActor:initPhysics(hitboxObj, isSolid)
self.isSolid = isSolid or false
self.w = w or 0
self.h = h or 0
self.d = d or 0
self.xsp = 0
self.ysp = 0
self.zsp = 0
@ -29,12 +23,6 @@ function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
self:addUpdateFunction(self.autoMove)
end
function PhysicalActor:setCoordinate(x, y, z, w, h, d)
self.x = x or self.x
self.y = y or self.y
self.z = z or self.z
end
function PhysicalActor:setBounceFactor(newBounceFactor)
self.bounceFactor = newBounceFactor or 0
end
@ -57,7 +45,9 @@ function PhysicalActor:getFuturePosition(dt)
local dx, dy, dz
dx = self.x + self.xsp * dt
dy = self.y + self.ysp * dt
dz = self.z + self.zsp * dt
if (self.z ~= nil) then
dz = self.z + self.zsp * dt
end
return dx, dy, dz
end
@ -65,7 +55,9 @@ end
function PhysicalActor:applyFriction(dt)
self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
if (self.z ~= nil) then
self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
end
end
function PhysicalActor:solveAllCollisions(cols)
@ -89,10 +81,6 @@ end
-- Handle coordinate
-- Will be replaced by functions inside Actors or Rects/Point
function PhysicalActor:getCenter()
return (self.x + (self.w / 2)), (self.y + (self.h / 2)), (self.z + (self.d / 2))
end
function PhysicalActor:getViewCenter()
return self:getCenter()
end