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.
This commit is contained in:
Kazhnuz 2019-06-22 19:27:31 +02:00
parent cb97c2ceee
commit 8c1e9d8e05
5 changed files with 148 additions and 12 deletions

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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)