improvement(world): separate queryRect into 2 functions
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3 changed files with 33 additions and 21 deletions
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@ -31,6 +31,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- **actor:** Rename all function related to YGravity to just \*Gravity
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- **world** Separate "queryRect()" into two functions
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### Fixed
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@ -128,6 +128,21 @@ function BaseWorld:getActors()
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return self.actors
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end
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function BaseWorld:getActorsInRect(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:getVisibleActors(id)
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local camx, camy, camw, camh = self.cameras:getViewCoordinate(id)
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local paddingw = camw * PADDING_VALUE
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@ -137,14 +152,7 @@ function BaseWorld:getVisibleActors(id)
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local w = camw + paddingw * 2
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local h = camh + paddingh * 2
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local query = self:queryRect(x, y, w, h)
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local returnquery = {}
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for i,v in ipairs(query) do
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table.insert(returnquery, v.owner)
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end
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return returnquery
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return self:getActorsInRect(x, y, w, h)
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end
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-- BODIES MANAGEMENT FUNCTIONS
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@ -175,18 +183,8 @@ function BaseWorld:checkCollision(actor, x, y, filter)
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return x, y, {}, 0
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end
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function BaseWorld: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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function BaseWorld:getBodiesInRect(x, y, w, h)
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return {}
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end
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-- INFO FUNCTIONS
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@ -51,6 +51,19 @@ function World2D:registerBody(body)
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return self.bodies:add(body, body.x, body.y, body.w, body.h)
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end
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function World2D:getActorsInRect(x, y, w, h)
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local bodies = self.bodies:queryRect(x, y, w, h)
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local returnquery = {}
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for i,body in ipairs(bodies) do
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if (body.isMainHitBox) then
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table.insert(returnquery, body.owner)
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end
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end
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return returnquery
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end
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-- ACTORS FUNCTIONS
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-- Wrappers around Bump2D functions
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@ -70,7 +83,7 @@ function World2D:checkCollision(actor, x, y, filter)
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return self.bodies:check(actor, x, y, filter)
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end
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function World2D:queryRect(x, y, w, h)
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function World2D:getBodiesInRect(x, y, w, h)
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return self.bodies:queryRect(x, y, w, h)
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end
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