Merge branch 'world-fake3D' of game-projects/gamecore into master

This commit is contained in:
Kazhnuz 2019-07-06 18:13:51 +02:00 committed by Gitea
commit 696360ac30
20 changed files with 1611 additions and 32 deletions

View file

@ -27,6 +27,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **camera:** Add two new camera types: "middle" and "zoom". - **camera:** Add two new camera types: "middle" and "zoom".
- **world:** Add a fake 3D world, à la Zelda or BeatThemAll, complete with shadow support
### Changed ### Changed
- **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors - **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors

View file

@ -0,0 +1,13 @@
local Obj = {}
-- On charge toutes les différentes types d'acteurs
local cwd = (...):gsub('%.init$', '') .. "."
Obj.Player = require(cwd .. "player")
Obj.index = {}
Obj.index["player"] = Obj.Player
Obj.collisions = {}
Obj.collisions["wall"] = require(cwd .. "wall")
return Obj

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@ -0,0 +1,14 @@
local Base = require "gamecore.modules.world.actors.actor3D"
local Parent = Base:extend()
function Parent:new(world, type, x, y, z, w, h, d, isSolid)
self.scene = world.scene
Parent.super.new(self, world, type, x, y, z, w, h, d, isSolid)
end
function Parent:draw()
Parent.super.draw(self)
self:drawMainHitbox()
end
return Parent

View file

@ -0,0 +1,74 @@
local cwd = (...):gsub('%.player$', '') .. "."
local Parent = require(cwd .. "parent")
local Player = Parent:extend()
function Player:new(world, x, y, z, id)
Player.super.new(self, world, "player", x, y, 0, 16, 16, 24, true)
self:setGravity(480)
self:setSprite("player", 8, 12)
self:cloneSprite()
end
function Player:updateStart(dt)
self.xfrc, self.yfrc = 480*3, 480*3
if self.keys["up"].isDown then
self.ysp = -120
end
if self.keys["down"].isDown then
self.ysp = 120
end
if self.keys["left"].isDown then
self.xsp = -120
end
if self.keys["right"].isDown then
self.xsp = 120
end
if self.keys["A"].isDown and (self.onGround) then
self.zsp = 280
end
end
function Player:updateEnd(dt)
self:setAnimation()
end
function Player:setAnimation()
local gsp = utils.math.pointDistance(0, 0, self.xsp, self.ysp)
self:setCustomSpeed(math.abs(gsp) / 12)
self:setDirection(self.xsp)
if (self.isPunching) then
self:changeAnimation("punch", false)
else
if (self.onGround) then
if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
self:changeAnimation("walk", false)
else
self:changeAnimation("idle", true)
end
else
self:changeAnimation("jump", true)
end
end
end
function Player:setDirection(direction)
direction = direction or 0
if direction ~= 0 then
direction = utils.math.sign(direction)
self.direction = direction
self:setSpriteScallingX(direction)
end
end
function Player:draw()
Player.super.draw(self)
end
function Player:drawHUD(id)
love.graphics.print(id .. " test", 4, 4)
end
return Player

View file

@ -0,0 +1,10 @@
local Base = require "gamecore.modules.world.actors.actor3D"
local Wall = Base:extend()
function Wall:new(world, x, y, z, w, h, d)
Wall.super.new(self, world, "wall", x, y, z, w, h, d, true)
self:setDebugColor(0,0,0)
self.boxes.Base(self, w, h, d)
end
return Wall

View file

@ -0,0 +1,380 @@
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renderorder = "right-down",
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height = 30,
tilewidth = 16,
tileheight = 16,
nextlayerid = 5,
nextobjectid = 18,
properties = {},
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tileheight = 16,
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margin = 0,
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imagewidth = 512,
imageheight = 240,
tileoffset = {
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grid = {
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},
properties = {},
terrains = {},
tilecount = 480,
tiles = {}
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View file

@ -0,0 +1,108 @@
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After

Width:  |  Height:  |  Size: 14 KiB

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="1.2.2" name="overworld" tilewidth="16" tileheight="16" tilecount="480" columns="32">
<image source="overworld.png" width="512" height="240"/>
</tileset>

View file

@ -0,0 +1,40 @@
-- scenes/moveplayer3D :: a basic player movement example in fake3D
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "gamecore.modules.scenes"
local MovePlayer = Scene:extend()
local World = require "gamecore.modules.world.world3D"
function MovePlayer:new()
MovePlayer.super.new(self)
self.assets:batchImport("examples.gameplay.plateform.assets")
World(self, "examples.gameplay.moveplayer3D.actors", "examples/gameplay/moveplayer3D/assets/arena.lua")
self.world:setPlayerNumber(1)
self.world:loadMap()
self.world.obj.collisions["wall"](self.world, 0,0,-16,1000, 1000, 16)
end
return MovePlayer

View file

@ -6,5 +6,6 @@ return {
Inventory = require "examples.menus.inventory", Inventory = require "examples.menus.inventory",
Options = require "examples.menus.options", Options = require "examples.menus.options",
MovePlayer = require "examples.gameplay.moveplayer", MovePlayer = require "examples.gameplay.moveplayer",
MovePlayer3D = require "examples.gameplay.moveplayer3D",
Plateformer = require "examples.gameplay.plateform" Plateformer = require "examples.gameplay.plateform"
} }

View file

@ -46,7 +46,7 @@ function MainMenu:new()
self:addSubMenu("gameplay", "gameplay") self:addSubMenu("gameplay", "gameplay")
self:addScene("gameplay", examples.MovePlayer, "movable") self:addScene("gameplay", examples.MovePlayer, "movable")
self:addScene("gameplay", examples.Plateformer, "plateform") self:addScene("gameplay", examples.Plateformer, "plateform")
self:addScene("gameplay", examples.MovePlayer3D, "movable3D")
self.menusystem:setSoundFromSceneAssets("navigate") self.menusystem:setSoundFromSceneAssets("navigate")

View file

@ -193,6 +193,10 @@ end
-- DRAW FUNCTIONS -- DRAW FUNCTIONS
-- Draw the actors. -- Draw the actors.
function Actor3D:getShape()
return (self.x), (self.y), self.w, (self.h)
end
function Actor2D:draw() function Actor2D:draw()
self:drawStart() self:drawStart()
local x, y = math.floor(self.x), math.floor(self.y) local x, y = math.floor(self.x), math.floor(self.y)

View file

@ -0,0 +1,297 @@
-- actor3D.lua :: the implementation of a 2D actor. It contain every element
-- needed to create your own 2D actors.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.actor3D$', '') .. "."
local BaseActor = require(cwd .. "baseactor")
local Actor3D = BaseActor:extend()
local Hitbox = require(cwd .. "utils.hitbox3D")
local Boxes = require(cwd .. "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, world, type, x, y, z, w, h, d, isSolid)
self:initHitboxes()
self.world:registerShape(self)
self.boxes = Boxes
self.doCastShadows = true
end
function Actor3D:destroy()
self:removeOldShadowTargets()
if self.box ~= nil then
self.world:removeTerrain(self)
end
self.world:removeActor(self)
self.mainHitbox:destroy()
self.world:removeShape(self)
self.isDestroyed = true
end
-- PHYSICS FUNCTIONS
-- Handle movement and collisions.
function Actor3D:autoMove(dt)
self:updateHitboxes()
self.onGround = false
self:applyGravity(dt)
local dx, dy, dz = self:getFuturePosition(dt)
local newx, newy, newz, cols, colNumber = self:move(dx, dy, dz)
-- apply after the movement the friction, until the player stop
-- note: the friction is applied according to the delta time,
-- thus the friction should be how much speed is substracted in 1 second
self:solveAllCollisions(cols)
self:applyFriction(dt)
end
function Actor3D:changeSpeedToCollisionNormal(normal)
local xsp, ysp, zsp = self.xsp, self.ysp, self.zsp
local nx, ny, nz = normal.x, normal.y, normal.z
if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then
xsp = -xsp * self.bounceFactor
end
if (ny < 0 and ysp > 0) or (ny > 0 and ysp < 0) then
ysp = -ysp * self.bounceFactor
end
if (nz < 0 and zsp > 0) or (nz > 0 and zsp < 0) then
zsp = -zsp * self.bounceFactor
end
self.xsp, self.ysp, self.zsp = xsp, ysp, zsp
end
function Actor3D:move(dx, dy, dz)
local cols, colNumber = {}, 0
local oldx, oldy, oldz = self.x, self.y, self.z
if (self.isDestroyed == false) then
self.x, self.y, self.z, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, dz, self.filter)
self.mainHitbox:updatePosition()
self.world:updateShape(self)
end
if (oldx ~= self.x) or (oldy ~= self.y) or (oldz ~= self.z) or (self.shadowTargetsPrevious == nil) then
if (self.doCastShadows) then
self:castShadow()
end
end
return self.x, self.y, self.z, cols, colNumber
end
function Actor3D:checkCollision(dx, dy, dz)
local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
if (self.isDestroyed == false) then
x, y, z, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, dz, self.filter)
end
return self.x, self.y, self.z, cols, colNumber
end
-- GRAVITY SYSTEM FUNCTIONS
-- All functions related to gravity
function Actor3D:applyGravity(dt)
local grav = self.grav * -1
self.zsp = self.zsp + (grav * dt)
if utils.math.sign(self.zsp) == utils.math.sign(grav) then
self:checkGround( )
end
end
function Actor3D:checkGround()
local dx, dy, dz = self.x, self.y, self.z - utils.math.sign(self.grav)
local newx, newy, newz, cols, colNumber = self:checkCollision(dx, dy, dz)
for i, col in ipairs(cols) do
if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
if not (self.grav == 0) then
if col.normal.z == utils.math.sign(self.grav) then self.onGround = true end
end
end
end
end
-- COORDINATE/MOVEMENT FUNCTIONS
-- Handle coordinate
function Actor3D:getViewCenter()
local x, y, z = self:getCenter()
return x, y - (self.d/2)
end
-- HITBOXES FUNCTIONS
-- Functions related to actor hitboxes
function Actor3D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
local sx, sy = self:getSpriteScalling()
local type = framedata[1]
local ox = framedata[2]
local oy = framedata[3]
local oz = framedata[4]
local w = framedata[5]
local h = framedata[6]
local d = framedata[7]
local isSolid = framedata[8] or false
local anim = animationID or "null"
local frame = frameID or 0
local id = hitboxID or 0
if (sx < 0) then
ox = self.w - ox - w
end
if (sy < 0) then
oz = self.d - oz - d
end
if (type == "main") then
self.mainHitbox:modify(ox, oy, oz, w, h, d)
else
local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, ox, oy, oz, w, h, d, isSolid)
return hitboxName
end
end
function Actor3D:initMainHitbox()
self.mainHitbox = Hitbox(self, self.type, 0, 0, 0, self.w, self.h, self.d, self.isSolid)
self.mainHitbox:advertiseAsMainHitbox()
end
function Actor3D:addHitbox(name, type, ox, oy, oz, w, h, d, isSolid)
if (self.hitboxes[name] ~= nil) then
print("ERROR:", "The hitbox " .. name .. " already exists")
else
local hitbox = Hitbox(self, type, ox, oy, oz, w, h, d, isSolid)
self.hitboxes[name] = hitbox
return hitbox
end
end
function Actor3D:checkHitboxCollisions(name, filter)
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter)
end
function Actor3D:checkHitboxCollisionsAtPoint(name, dx, dy, dz, filter)
local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
local filter = filter or self.filter
if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
x, y, z, cols, colNumber = self.hitboxes[name]:checkCollision(dx, dy, dz, filter)
local type = self.hitboxes[name].type
for i, col in ipairs(cols) do
self:hitboxResponse(name, type, col)
end
end
return x, y, z, cols, colNumber
end
-- SHADOW FUNCTIONS
-- Handle everything related to shadow
function Actor3D:castShadow()
local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
-- initialize the shadowTargetsPrevious variable if it doesn't exist
if (self.shadowTargetsPrevious == nil) then
self.shadowTargetsPrevious = {}
end
for i, target in ipairs(shadowTargets) do
-- We test if the actor is below the current actor
if (target ~= self) and (target.box ~= nil) then
if (target.z + target.d <= self.z + self.d) then
-- Remove the target of the list of item targeted last update,
-- in order to only have object no longer shadowed after the
-- end of the loop
for j, oldtarget in ipairs(self.shadowTargetsPrevious) do
if (target == oldtarget) then
table.remove(self.shadowTargetsPrevious, j)
end
end
-- We update the shadow source
local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y)
target.box:setShadowSource(self, x, y)
end
end
end
-- At this point, if a target is still in the shadowTargetsPrevious list,
-- it mean that it's not shadowed. So we can simply remove the shadow.
self:removeOldShadowTargets()
self.shadowTargetsPrevious = shadowTargets
end
function Actor3D:removeOldShadowTargets()
if (self.shadowTargetsPrevious ~= nil) then
for i, target in ipairs(self.shadowTargetsPrevious) do
if (target.box ~= nil) then
target.box:removeShadowSource(self)
end
end
end
end
function Actor3D:redrawShadowCanvas()
if (self.box ~= nil) then
self.box:redrawShadowCanvas()
end
end
-- DRAW FUNCTIONS
-- Draw the actors.
function Actor3D:drawShadow(x, y)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", x, y, self.w, self.h)
utils.graphics.resetColor()
end
function Actor3D:getShape()
return (self.x), (self.y - self.z - self.d), self.w, (self.h + self.d)
end
function Actor3D:draw()
self:drawStart()
if (self.box ~= nil) then
self.box:draw(self.x, self.y, self.z)
else
local x, y = math.floor(self.x), math.floor(self.y - self.z - self.d + (self.h/2))
self:drawSprite(x, y)
end
self:drawEnd()
end
return Actor3D

View file

@ -0,0 +1,30 @@
-- box3D :: drawable box with shadow handling for fake3D actors
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.init$', '') .. "."
local Boxes = {}
Boxes.Base = require(cwd .. "parent")
return Boxes

View file

@ -0,0 +1,156 @@
-- box3D :: drawable box with shadow handling for fake3D actors
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Box3D = Object:extend()
function Box3D:new(owner, w, h, d)
self.owner = owner
self.world = owner.world
self.cameras = self.world.cameras
self.w = w
self.h = h
self.d = d
self.haveLine = true
self.shadowSources = {}
self.needRedraw = false
self.texture = {}
self:setTopTexture()
self:setBottomTexture()
self.texture.shadows = nil
self:register()
end
function Box3D:register()
self.owner.box = self
self.world:registerTerrain(self.owner)
end
function Box3D:setSizeFromOwner()
self:setSize(self.owner.w, self.owner.h, self.owner.d)
end
function Box3D:setSize()
self.w = w
self.h = h
self.d = d
self:regenerate()
end
function Box3D:setTopTexture()
local canvas = love.graphics.newCanvas(self.w, self.h)
love.graphics.setCanvas( canvas )
utils.graphics.resetColor()
love.graphics.rectangle("fill", 0, 0, self.w, self.h)
love.graphics.setCanvas( )
local imagedata = canvas:newImageData()
self.texture.top = love.graphics.newImage( imagedata )
imagedata:release()
canvas:release()
end
function Box3D:setBottomTexture()
local canvas = love.graphics.newCanvas(self.w, self.d)
love.graphics.setCanvas( canvas )
love.graphics.setColor(0.9, 0.9, 0.9, 1)
love.graphics.rectangle("fill", 0, 0, self.w, self.d)
utils.graphics.resetColor()
love.graphics.setCanvas( )
local imagedata = canvas:newImageData()
self.texture.bottom = love.graphics.newImage( imagedata )
imagedata:release()
canvas:release()
end
function Box3D:setShadowSource(actor, x, y)
local foundShadow = false
for i,v in ipairs(self.shadowSources) do
if (v.actor == actor) then
if (v.x ~= x) or (v.y ~= y) then
v.x = x
v.y = y
self.needRedraw = true
end
foundShadow = true
end
end
if (foundShadow == false) then
local shadow = {}
shadow.actor = actor
shadow.x = x
shadow.y = y
self.needRedraw = true
table.insert(self.shadowSources, shadow)
end
end
function Box3D:removeShadowSource(actor)
for i,v in ipairs(self.shadowSources) do
if (v.actor == actor) then
table.remove(self.shadowSources, i)
self.needRedraw = true
end
end
end
function Box3D:redrawShadowCanvas()
if (self.needRedraw) then
local canvas = love.graphics.newCanvas(self.w, self.h)
love.graphics.setCanvas( canvas )
for i,v in ipairs(self.shadowSources) do
v.actor:drawShadow(v.x, v.y)
end
love.graphics.setCanvas( )
local imagedata = canvas:newImageData()
self.texture.shadows = love.graphics.newImage( imagedata )
imagedata:release()
canvas:release()
self.needRedraw = false
end
end
function Box3D:draw(x, y, z)
love.graphics.setColor(0, 0, 0, 1)
if (self.haveLine) then
love.graphics.rectangle("line", x, (y-z) - (self.d), self.w, self.d + self.h)
end
utils.graphics.resetColor()
love.graphics.draw(self.texture.top, x, (y-z) - (self.d))
love.graphics.draw(self.texture.bottom, x, (y-z) - (self.d) + (self.h))
if (self.texture.shadows ~= nil) and (#self.shadowSources > 0) then
love.graphics.draw(self.texture.shadows, x, (y-z) - (self.d))
end
end
return Box3D

View file

@ -0,0 +1,129 @@
-- hitbox3D.lua :: a basic 3D hitbox object. It's used by the actors to check
-- collisions and to handle different type of responses.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Hitbox3D = Object:extend()
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function Hitbox3D:new(owner, type, ox, oy, oz, w, h, d, isSolid)
self.owner = owner
self.world = owner.world
self.type = type
self.ox = ox
self.oy = oy
self.oz = oz
self.x, self.y, self.z = self:getPosition()
self.w = w
self.h = h
self.d = d
self.isSolid = isSolid
self.isMainHitBox = false
self:setDebugColor(0,0,0)
self:register()
end
function Hitbox3D:advertiseAsMainHitbox()
self.isMainHitBox = true
end
function Hitbox3D:modify(ox, oy, oz, w, h, d)
self.ox = ox
self.oy = oy
self.oz = oz
self.x, self.y, self.z = self:getPosition()
self.w = w
self.h = h
self.d = d
end
function Hitbox3D:setDebugColor(r,g,b)
self.debug = {}
self.debug.r = r
self.debug.g = g
self.debug.b = b
end
function Hitbox3D:register()
self.world:registerBody(self)
end
function Hitbox3D:destroy()
self.world:removeBody(self)
end
-- COORDINATE FUNCTIONS
-- Handle Hitbox position
function Hitbox3D:updatePosition()
self.x, self.y, self.z = self:getPosition()
self.world:updateBody(self)
return self.x, self.y, self.z
end
function Hitbox3D:getPosition()
return self.ox + self.owner.x, self.oy + self.owner.y, self.oz + self.owner.z
end
function Hitbox3D:getOwnerPosition()
return self.x - self.ox, self.y - self.oy, self.z - self.oz
end
function Hitbox3D:getNewOwnerPosition(x, y, z)
return x - self.ox, y - self.oy, z - self.oz
end
function Hitbox3D:getCenter()
return self.x + (self.w/2), self.y + (self.h/2), self.z + (self.d/2)
end
-- COLLISION FUNCTIONS
-- Handle Hitbox position
function Hitbox3D:checkCollision(dx, dy, dz, filter)
self:updatePosition()
local dx, dy = self.ox + dx, self.oy + dy, self.oz + dz
local x, y, z, cols, colNumber = self.world:checkCollision(self, dx, dy, dz, filter)
local newx, newy, newz = self:getNewOwnerPosition(x, y, z)
return newx, newy, newz, cols, colNumber
end
-- DRAW FUNCTIONS
-- Just some debug function to draw hitbox
function Hitbox3D:draw()
local x, y, z = self:getPosition()
love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1)
utils.graphics.box(x, (y-z) - (self.d), self.w, self.h)
love.graphics.setColor(self.debug.r/2, self.debug.g/2, self.debug.b/2, 1)
utils.graphics.box(x, (y-z) - (self.d) + (self.h), self.w, self.d)
utils.graphics.resetColor()
end
return Hitbox3D

View file

@ -144,15 +144,30 @@ end
function BaseWorld:getVisibleActors(id) function BaseWorld:getVisibleActors(id)
local camx, camy, camw, camh = self.cameras:getViewCoordinate(id) local actors = {}
local paddingw = camw * PADDING_VALUE if (id ~= nil) then
local paddingh = camh * PADDING_VALUE local camx, camy, camw, camh = self.cameras:getViewCoordinate(id)
local x = camx - paddingw local paddingw = camw * PADDING_VALUE
local y = camy - paddingh local paddingh = camh * PADDING_VALUE
local w = camw + paddingw * 2 local x = camx - paddingw
local h = camh + paddingh * 2 local y = camy - paddingh
local w = camw + paddingw * 2
local h = camh + paddingh * 2
return self:getActorsInRect(x, y, w, h) actors = self:getActorsInRect(x, y, w, h)
else
actors = self:getActors()
end
table.sort(actors, function(a,b)
if (a.depth == b.depth) then
return a.creationID < b.creationID
else
return a.depth > b.depth
end
end)
return actors
end end
-- BODIES MANAGEMENT FUNCTIONS -- BODIES MANAGEMENT FUNCTIONS
@ -426,20 +441,7 @@ function BaseWorld:draw(dt)
end end
function BaseWorld:drawActors(id) function BaseWorld:drawActors(id)
local actors local actors = self:getVisibleActors(id)
if (id == nil) then
actors = self:getActors()
else
actors = self:getVisibleActors(id)
end
table.sort(actors, function(a,b)
if (a.depth == b.depth) then
return a.creationID < b.creationID
else
return a.depth > b.depth
end
end)
for i,v in ipairs(actors) do for i,v in ipairs(actors) do
v:draw() v:draw()

View file

@ -357,18 +357,19 @@ function CameraSystem:followAllActors(id)
if (#self.targets > 0) then if (#self.targets > 0) then
local minX, minY, maxX, maxY local minX, minY, maxX, maxY
for i, target in ipairs(self.targets) do for i, target in ipairs(self.targets) do
local xx, yy = target:getViewCenter() local x, y, w, h = target:getShape()
local x2, y2 = x + w, y + h
-- If start by initializing the value at the first found value -- If start by initializing the value at the first found value
if (minX == nil) then minX = xx - (target.w/2) end if (minX == nil) then minX = x end
if (maxX == nil) then maxX = xx + (target.w/2) end if (maxX == nil) then maxX = x2 end
if (minY == nil) then minY = yy - (target.h/2) end if (minY == nil) then minY = y end
if (maxY == nil) then maxY = yy + (target.h/2) end if (maxY == nil) then maxY = y2 end
minX = math.min(minX, xx - (target.w/2)) minX = math.min(minX, x)
maxX = math.max(maxX, xx + (target.w/2)) maxX = math.max(maxX, x2)
minY = math.min(minY, yy - (target.h/2)) minY = math.min(minY, y)
maxY = math.max(maxY, yy + (target.h/2)) maxY = math.max(maxY, y2)
end end
-- Add padding -- Add padding

View file

@ -0,0 +1,314 @@
-- world3D.lua :: a basic fake3D world based on bump-2dpd.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.world3D$', '') .. "."
local BaseWorld = require(cwd .. "baseworld")
local World3D = BaseWorld:extend()
local Sti = require(cwd .. "libs.sti")
local Bump = require(cwd .. "libs.bump")
local Bump3D = require(cwd .. "libs.bump-3dpd")
local Tsort = require(cwd .. "libs.tsort")
local CameraSystem = require(cwd .. "camera")
local PADDING_VALUE = 10/100
function World3D:new(scene, actorlist, mapfile)
World3D.super.new(self, scene, actorlist, mapfile)
end
-- ACTORS FUNCTIONS
-- Add support for bodies in Actor functions
function World3D:initActors()
self.currentCreationID = 0
self.actors = {}
self.bodies = Bump3D.newWorld(50)
self:initShapes()
self:initTerrain()
end
function World3D:newActor(name, x, y, z)
self.obj.index[name](self, x, y, z)
end
function World3D:newCollision(name, x, y, z, w, h, d)
self.obj.collisions[name](self, x, y, z, w, h, d)
end
function World3D:moveActor(actor, x, y, z, filter)
return self.bodies:move(actor.mainHitbox, x, y, z, filter)
end
function World3D:getActorsInRect(x, y, w, h)
return self:getShapeInRect(x, y, w, h)
end
function BaseWorld:getVisibleActors(id)
local actors = {}
if (id ~= nil) then
local camx, camy, camw, camh = self.cameras:getViewCoordinate(id)
local paddingw = camw * PADDING_VALUE
local paddingh = camh * PADDING_VALUE
local x = camx - paddingw
local y = camy - paddingh
local w = camw + paddingw * 2
local h = camh + paddingh * 2
actors = self:getActorsInRect(x, y, w, h)
else
actors = self:getActors()
end
actors = self:zSortItems(actors)
return actors
end
-- PLAYER FUNCTIONS
-- Load player stuff
function World3D:addPlayer(actor, sourceid, haveCam)
local player = {}
player.actor = actor
player.sourceid = sourceid or 1
table.insert(self.players, player)
self.cameras:addTarget(player.actor)
end
-- MAP LOADING FUNCTIONS
-- Handle loading of actors from map
function World3D:batchActor(objectlayer, object)
local name = objectlayer.name
local gwidth = object.properties.gwidth or self.map.tilewidth
local gheight = object.properties.gheight or self.map.tileheight
local x = object.x
local y = object.y
local z = object.properties.z or 0
local w = object.width
local h = object.height
local cellHor = math.ceil(w / gwidth)
local cellVert = math.ceil(h / gheight)
for i=1, cellHor do
for j=1, cellVert do
self:newActor(name, x + (i-1)*gwidth, y + (j-1)*gheight, z)
end
end
end
function World3D:newActorFromMap(objectlayer, object)
local z = object.properties.z or 0
self:newActor(objectlayer.name, object.x, object.y, z)
end
function World3D:newCollisionFromMap(objectlayer, object)
local z = object.properties.z or 0
local d = object.properties.d or 16
self:newCollision(objectlayer.name, object.x, object.y, z, object.width, object.height, d)
end
function World3D:addPlayerFromMap(object, i)
local z = object.properties.z or 0
self:addPlayer(self.obj.Player(self, object.x, object.y, z), i)
end
-- BODIES MANAGEMENT FUNCTIONS
-- Basic function to handle bodies. Wrappers around Bump2D functions
function World3D:registerBody(body)
return self.bodies:add(body, body.x, body.y, body.z, body.w, body.h, body.d)
end
function World3D:updateBody(body)
return self.bodies:update(body, body.x, body.y, body.z, body.w, body.h, body.d)
end
function World3D:removeBody(body)
return self.bodies:remove(body)
end
function World3D:checkCollision(body, x, y, z, filter)
return self.bodies:check(body, x, y, z, filter)
end
function World3D:getBodiesInRect(x, y, w, h)
return {} --self.bodies:queryRect(x, y, w, h)
end
-- UPDATE
-- Update everything in the world
function World3D:updateActors(dt)
World3D.super.updateActors(self, dt)
local actors = self:getActors()
for i,v in ipairs(actors) do
v:redrawShadowCanvas()
end
end
-- SHAPE SYSTEM
-- Handle onscreen shapes
function World3D:initShapes()
self.shapes = Bump.newWorld(50)
end
function World3D:registerShape(actor)
local x, y, w, h = actor:getShape()
return self.shapes:add(actor, x, y, w, h)
end
function World3D:updateShape(actor)
local x, y, w, h = actor:getShape()
return self.shapes:update(actor, x, y, w, h)
end
function World3D:removeShape(actor)
return self.shapes:remove(actor)
end
function World3D:checkShapeIntersection(actor, x, y)
return self.shapes:check(actor, x, y)
end
function World3D:getShapeInRect(x, y, w, h)
return self.shapes:queryRect(x, y, w, h)
end
-- TERRAIN SYSTEM
-- Handle onscreen shapes
function World3D:initTerrain()
self.terrains = Bump.newWorld(50)
end
function World3D:registerTerrain(actor)
return self.terrains:add(actor, actor.x, actor.y, actor.w, actor.h)
end
function World3D:updateTerrain(actor)
return self.terrains:update(actor, actor.x, actor.y, actor.w, actor.h)
end
function World3D:removeTerrain(actor)
return self.terrains:remove(actor)
end
function World3D:getTerrainInRect(x, y, w, h)
return self.terrains:queryRect(x, y, w, h)
end
-- DRAW FUNCTIONS
-- Functions to draw the world
function World3D:zSortItems(items)
-- zSorting algorithm taken from bump3D example, adapted to gamecore.
local graph = Tsort.new()
local noOverlap = {}
-- Iterate through all visible items, and calculate ordering of all pairs
-- of overlapping items.
-- TODO: Each pair is calculated twice currently. Maybe this is slow?
for _, itemA in ipairs(items) do repeat
local x, y, w, h = self.shapes:getRect(itemA)
local otherItemsFilter = function(other) return other ~= itemA end
local overlapping, len = self.shapes:queryRect(x, y, w, h, otherItemsFilter)
if len == 0 then
table.insert(noOverlap, itemA)
break
end
local _, aY, aZ, _, aH, aD = self.bodies:getCube(itemA.mainHitbox)
aDepth = itemA.depth
aID = itemA.id
aType = itemA.type
aZ = math.ceil(aZ)
aY = math.ceil(aY)
for _, itemB in ipairs(overlapping) do
local _, bY, bZ, _, bH, bD = self.bodies:getCube(itemB.mainHitbox)
bDepth = itemB.depth
bID = itemB.id
bType = itemB.type
bZ = math.ceil(bZ)
bY = math.ceil(bY)
if aZ >= bZ + bD then
-- item A is completely above item B
graph:add(itemB, itemA)
elseif bZ >= aZ + aD then
-- item B is completely above item A
graph:add(itemA, itemB)
elseif aY + aH <= bY then
-- item A is completely behind item B
graph:add(itemA, itemB)
elseif bY + bH <= aY then
-- item B is completely behind item A
graph:add(itemB, itemA)
elseif (aY - aZ) + aH > (bY - bZ) + bH then
-- item A's forward-most point is in front of item B's forward-most point
graph:add(itemB, itemA)
elseif (aY - aZ) + aH < (bY - bZ) + bH then
-- item B's forward-most point is in front of item A's forward-most point
graph:add(itemA, itemB)
else
-- item A's forward-most point is the same than item B's forward-most point
if aDepth > bDepth then
graph:add(itemB, itemA)
elseif aDepth < bDepth then
graph:add(itemA, itemB)
else
if aID > bID then
graph:add(itemA, itemB)
elseif aID < bID then
graph:add(itemB, itemA)
else
err("two object can't have the same ID")
end
end
end
end
until true end
local sorted, err = graph:sort()
if err then
error(err)
end
for _, item in ipairs(noOverlap) do
table.insert(sorted, item)
end
return sorted
end
return World3D