chore: port actors to rect and box
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parent
82cf59588a
commit
4b66d15014
3 changed files with 19 additions and 30 deletions
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@ -22,13 +22,15 @@
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Rect = require "birb.objects.2D.rect"
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local BaseActor = require("birb.modules.world.actors.mixins.base")
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local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
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local TimedActor = require("birb.modules.world.actors.mixins.timers")
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local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local Actor2D = Object:extend()
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local Actor2D = Rect:extend()
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Actor2D:implement(BaseActor)
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Actor2D:implement(SpritedActor)
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Actor2D:implement(TimedActor)
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@ -41,8 +43,9 @@ local Hitbox = require("birb.modules.world.actors.utils.hitbox2D")
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-- Initialise the actor and its base functions
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function Actor2D:new(world, type, x, y, w, h, isSolid)
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Actor2D.super.new(self, x, y, w, h)
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self:init(world, type)
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self:initPhysics(Hitbox, x, y, 0, w, h, 0, isSolid)
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self:initPhysics(Hitbox, isSolid)
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self:initTimers()
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self:initSprite()
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self:initKeys()
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@ -134,10 +137,6 @@ end
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-- DRAW FUNCTIONS
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-- Draw the actors.
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function Actor2D:getShape()
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return (self.x), (self.y), self.w, (self.h)
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end
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function Actor2D:draw()
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self:drawStart()
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local x, y = math.floor(self.x), math.floor(self.y)
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@ -22,7 +22,8 @@
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local cwd = (...):gsub('%.actor3D$', '') .. "."
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local BasicBox = require "birb.objects.3D.box"
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local BaseActor = require("birb.modules.world.actors.mixins.base")
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local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
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local TimedActor = require("birb.modules.world.actors.mixins.timers")
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@ -30,7 +31,7 @@ local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local Shape3DActor = require("birb.modules.world.actors.mixins.shapes")
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local Actor3D = Object:extend()
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local Actor3D = BasicBox:extend()
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Actor3D:implement(BaseActor)
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Actor3D:implement(SpritedActor)
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Actor3D:implement(TimedActor)
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@ -38,15 +39,16 @@ Actor3D:implement(InputActor)
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Actor3D:implement(PhysicalActor)
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Actor3D:implement(Shape3DActor)
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local Hitbox = require(cwd .. "utils.hitbox3D")
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local Boxes = require(cwd .. "utils.boxes")
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local Hitbox = require("birb.modules.world.actors.utils.hitbox3D")
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local Boxes = require("birb.modules.world.actors.utils.boxes")
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
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Actor3D.super.new(self, x, y, z, w, h, d)
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self:init(world, type)
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self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
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self:initPhysics(Hitbox, isSolid)
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self:initTimers()
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self:initSprite()
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self:initShape(Boxes, true)
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@ -3,15 +3,9 @@ PhysicalActor = Object:extend()
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-- PHYSICS FUNCTIONS
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-- Raw implementation of everything common in physics
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function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
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self:setCoordinate(x, y, z)
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function PhysicalActor:initPhysics(hitboxObj, isSolid)
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self.isSolid = isSolid or false
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self.w = w or 0
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self.h = h or 0
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self.d = d or 0
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self.xsp = 0
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self.ysp = 0
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self.zsp = 0
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@ -29,12 +23,6 @@ function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
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self:addUpdateFunction(self.autoMove)
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end
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function PhysicalActor:setCoordinate(x, y, z, w, h, d)
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self.x = x or self.x
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self.y = y or self.y
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self.z = z or self.z
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end
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function PhysicalActor:setBounceFactor(newBounceFactor)
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self.bounceFactor = newBounceFactor or 0
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end
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@ -57,7 +45,9 @@ function PhysicalActor:getFuturePosition(dt)
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local dx, dy, dz
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dx = self.x + self.xsp * dt
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dy = self.y + self.ysp * dt
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dz = self.z + self.zsp * dt
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if (self.z ~= nil) then
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dz = self.z + self.zsp * dt
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end
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return dx, dy, dz
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end
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@ -65,7 +55,9 @@ end
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function PhysicalActor:applyFriction(dt)
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self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
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self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
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self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
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if (self.z ~= nil) then
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self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
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end
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end
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function PhysicalActor:solveAllCollisions(cols)
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@ -89,10 +81,6 @@ end
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-- Handle coordinate
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-- Will be replaced by functions inside Actors or Rects/Point
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function PhysicalActor:getCenter()
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return (self.x + (self.w / 2)), (self.y + (self.h / 2)), (self.z + (self.d / 2))
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end
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function PhysicalActor:getViewCenter()
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return self:getCenter()
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end
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