modules/world: port all actor functions from IP
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@ -16,10 +16,44 @@ function BaseWorld:registerActor(actor)
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table.insert(self.actors, actor)
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table.insert(self.actors, actor)
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end
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end
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function World:removeActor(actor)
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for i,v in ipairs(self.actors) do
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if v == actor then
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table.remove(self.actors, i)
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end
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end
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end
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function World:moveActor(actor, x, y, filter)
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self.actors[actor].x = x
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self.actors[actor].y = y
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-- as the baseworld have no collision function, we return empty collision
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-- datas, but from the same type than bump2D will return
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return x, y, {}, 0
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end
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function World:queryRect(x, y, w, h)
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local query = {}
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local x2, y2 = x + w, y + h
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for i,v in ipairs(self.actors) do
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if (v.x >= x) and (v.x + v.w >= x1) and
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(v.y >= y) and (v.y + v.h >= y1) then
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table.insert(query, v)
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end
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end
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return v
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end
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function BaseWorld:countActors()
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function BaseWorld:countActors()
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return #self.actors
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return #self.actors
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end
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end
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function World:getActors()
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return self.actors
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end
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-- UPDATE FUNCTIONS
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-- UPDATE FUNCTIONS
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-- All update functions
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-- All update functions
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