From 8c1e9d8e0539478184df31e89ca12b702d7494dc Mon Sep 17 00:00:00 2001 From: Kazhnuz Date: Sat, 22 Jun 2019 19:27:31 +0200 Subject: [PATCH] feat(world): initial support for external hitbox For the moment it doesn't add any real feature, but it allow the mainHitbox to be an external object to the actor, giving to it more power. --- CHANGELOG.md | 2 + gamecore/modules/world/actors/actor2D.lua | 22 +++- .../modules/world/actors/utils/hitbox2D.lua | 107 ++++++++++++++++++ gamecore/modules/world/baseworld.lua | 10 +- gamecore/modules/world/world2D.lua | 19 +++- 5 files changed, 148 insertions(+), 12 deletions(-) create mode 100644 gamecore/modules/world/actors/utils/hitbox2D.lua diff --git a/CHANGELOG.md b/CHANGELOG.md index 680fef8..ebec843 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -11,6 +11,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0 - **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors +- **world2D:** Make the hitbox an object, owned by the actor + ### Fixed - **world:** Remove a forgotten camera debug function diff --git a/gamecore/modules/world/actors/actor2D.lua b/gamecore/modules/world/actors/actor2D.lua index d67df15..669f697 100644 --- a/gamecore/modules/world/actors/actor2D.lua +++ b/gamecore/modules/world/actors/actor2D.lua @@ -26,13 +26,21 @@ local cwd = (...):gsub('%.actor2D$', '') .. "." local BaseActor = require(cwd .. "baseactor") local Actor2D = BaseActor:extend() +local Hitbox = require(cwd .. "utils.hitbox2D") + -- INIT FUNCTIONS -- Initialise the actor and its base functions function Actor2D:new(world, type, x, y, w, h, isSolid) self:setCoordinate(x, y) - self:initMainHitbox(w, h) Actor2D.super.new(self, world, type, isSolid) + self:initMainHitbox(w, h) +end + +function BaseActor:destroy() + self.world:removeActor(self) + self.world:removeBody(self.mainHitbox) + self.isDestroyed = true end -- MOVEMENT FUNCTIONS @@ -118,7 +126,8 @@ end function Actor2D:move(dx, dy) local cols, colNumber = {}, 0 if (self.isDestroyed == false) then - self.x, self.y, cols, colNumber = self.world:moveActor(self, dx, dy, self.filter) + self.x, self.y, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, self.filter) + self.mainHitbox:updatePosition() end return self.x, self.y, cols, colNumber end @@ -126,7 +135,7 @@ end function Actor2D:checkCollision(dx, dy) local x, y, cols, colNumber = dx, dy, {}, 0 if (self.isDestroyed == false) then - x, y, cols, colNumber = self.world:moveActor(self, dx, dy, self.filter) + x, y, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, self.filter) end return self.x, self.y, cols, colNumber end @@ -172,12 +181,13 @@ end function Actor2D:initMainHitbox(w, h) self.w = w or 0 self.h = h or 0 + + self.mainHitbox = Hitbox(self, self.type, 0, 0, self.w, self.h, self.isSolid) + self.world:registerBody(self.mainHitbox) end function Actor2D:drawMainHitbox() - local x, y = math.floor(self.x), math.floor(self.y) - love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1) - utils.graphics.box(x, y, self.w, self.h) + self.mainHitbox:draw() end -- COORDINATE FUNCTION diff --git a/gamecore/modules/world/actors/utils/hitbox2D.lua b/gamecore/modules/world/actors/utils/hitbox2D.lua new file mode 100644 index 0000000..4f4953d --- /dev/null +++ b/gamecore/modules/world/actors/utils/hitbox2D.lua @@ -0,0 +1,107 @@ +-- hitbox2D.lua :: a basic 2D 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 Hitbox2D = Object:extend() + +-- INIT FUNCTIONS +-- Initialise the actor and its base functions + +function Hitbox2D:new(owner, type, ox, oy, w, h, isSolid) + self.owner = owner + self.world = owner.world + + self.type = type + self.ox = ox + self.oy = oy + self.x, self.y = self:getPosition() + self.w = w + self.h = h + self.isSolid = isSolid + + self:setDebugColor(0,0,0) +end + +function Hitbox2D:modify(ox, oy, w, h) + self.ox = ox + self.oy = oy + self.x, self.y = self:getPosition() + self.w = w + self.h = h +end + +function Hitbox2D:setDebugColor(r,g,b) + self.debug = {} + self.debug.r = r + self.debug.g = g + self.debug.b = b +end + +-- COORDINATE FUNCTIONS +-- Handle Hitbox position + +function Hitbox2D:updatePosition() + self.x, self.y = self:getPosition() + self.world:updateBody(self) + return self.x, self.y +end + +function Hitbox2D:getPosition() + return self.ox + self.owner.x, self.oy + self.owner.y +end + +function Hitbox2D:getOwnerPosition() + return self.x - self.ox, self.y - self.oy +end + +function Hitbox2D:getNewOwnerPosition(x, y) + return x - self.ox, y - self.oy +end + +function Hitbox2D:getCenter() + return self.x + (self.w/2), self.y + (self.h/2) +end + +-- COLLISION FUNCTIONS +-- Handle Hitbox position + +function Hitbox2D:checkCollision(dx, dy, filter) + self:updatePosition() + + local dx, dy = self.ox + dx, self.oy + dy + local x, y, cols, colNumber = self.world:checkCollision(self, dx, dy, filter) + local newx, newy = self:getNewOwnerPosition(x, y) + + return newx, newy, cols, colNumber +end + +-- DRAW FUNCTIONS +-- Just some debug function to draw hitbox + +function Hitbox2D:draw() + local x, y = self:getPosition() + love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1) + utils.graphics.box(x, y, self.w, self.h) +end + +return Hitbox2D diff --git a/gamecore/modules/world/baseworld.lua b/gamecore/modules/world/baseworld.lua index db3fbf0..375b2dc 100644 --- a/gamecore/modules/world/baseworld.lua +++ b/gamecore/modules/world/baseworld.lua @@ -163,7 +163,15 @@ function BaseWorld:getVisibleActors(id) local y = camy - paddingh local w = camw + paddingw * 2 local h = camh + paddingh * 2 - return self:queryRect(x, y, w, h) + + local query = self:queryRect(x, y, w, h) + local returnquery = {} + + for i,v in ipairs(query) do + table.insert(returnquery, v.owner) + end + + return returnquery end -- INFO FUNCTIONS diff --git a/gamecore/modules/world/world2D.lua b/gamecore/modules/world/world2D.lua index cba3b17..98ce64e 100644 --- a/gamecore/modules/world/world2D.lua +++ b/gamecore/modules/world/world2D.lua @@ -35,7 +35,7 @@ function World2D:new(scene, actorlist, mapfile) end -- ACTORS FUNCTIONS --- Wrappers around Bump2D functions +-- Add support for bodies in Actor functions function World2D:initActors() self.currentCreationID = 0 @@ -45,12 +45,21 @@ end function World2D:registerActor(actor) World2D.super.registerActor(self, actor) - return self.bodies:add(actor, actor.x, actor.y, actor.w, actor.h) end -function World2D:removeActor(actor) - World2D.super.removeActor(self, actor) - return self.bodies:remove(actor) +function World2D:registerBody(body) + return self.bodies:add(body, body.x, body.y, body.w, body.h) +end + +-- ACTORS FUNCTIONS +-- Wrappers around Bump2D functions + +function World2D:updateBody(body) + return self.bodies:update(body, body.x, body.y, body.w, body.h) +end + +function World2D:removeBody(body) + return self.bodies:remove(body) end function World2D:moveActor(actor, x, y, filter)