Merge branch 'new-hitbox-system' of game-projects/gamecore into master

This commit is contained in:
Kazhnuz 2019-06-23 15:54:18 +02:00 committed by Gitea
commit 961c7816c1
13 changed files with 492 additions and 60 deletions

View file

@ -7,6 +7,28 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## Unreleased ## Unreleased
### Added
- **actor2D:** Make hitbox modifiable.
- **actor2D:** Add multiple hitbox support.
- **assets:** Add a way to get current relative frame
- **assets:** Add more wrapper around animator functions in Sprite
- **world:** Add more wrapper around sprite functions in BaseActor
- **assets:** Add a new getCurrentAnimation function
- **world:** Add a way to automatically load hitbox from a file
### Changed
- **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors
- **world2D:** Make the hitbox an object, owned by the actor
### Fixed ### Fixed
- **world:** Remove a forgotten camera debug function - **world:** Remove a forgotten camera debug function

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@ -7,7 +7,7 @@ function Parent:new(world, type, x, y, w, h, isSolid)
end end
function Parent:draw() function Parent:draw()
self:drawHitbox() self:drawMainHitbox()
end end
return Parent return Parent

View file

@ -7,7 +7,7 @@ function Wall:new(world, x, y, w, h)
end end
function Wall:draw() function Wall:draw()
self:drawHitbox() self:drawMainHitbox()
utils.graphics.resetColor( ) utils.graphics.resetColor( )
end end

View file

@ -6,6 +6,12 @@ function Player:new(world, x, y, id)
self:setSprite("player", 8, 12) self:setSprite("player", 8, 12)
self:cloneSprite() self:cloneSprite()
self:setYGravity(480) self:setYGravity(480)
self.isPunching = false
self.direction = 1
self.punchName = ""
self:setHitboxFile("examples.gameplay.plateform.assets.playerhitbox")
end end
function Player:updateStart(dt) function Player:updateStart(dt)
@ -15,15 +21,27 @@ function Player:updateStart(dt)
self.ysp = -280 self.ysp = -280
end end
if self.keys["down"].isDown then if self.keys["down"].isDown then
--self.ysp = 120 self.mainHitbox:modify(0, 8, 16, 16)
else
self.mainHitbox:modify(0, 0, 16, 24)
end end
if self.keys["left"].isDown then if self.keys["left"].isDown and (not self.isPunching) then
self.xsp = -120 self.xsp = -120
end end
if self.keys["right"].isDown then if self.keys["right"].isDown and (not self.isPunching) then
self.xsp = 120 self.xsp = 120
end end
if self.keys["A"].isDown then
self.isPunching = true
else
self.isPunching = false
end
if (self.isPunching) then
self:checkHitboxesCollisions()
end
if self.keys["start"].isPressed then if self.keys["start"].isPressed then
--self.world:switchActivity() --self.world:switchActivity()
--self.assets:switchActivity() --self.assets:switchActivity()
@ -41,6 +59,9 @@ end
function Player:setAnimation() function Player:setAnimation()
self:setCustomSpeed(math.abs(self.xsp) / 12) self:setCustomSpeed(math.abs(self.xsp) / 12)
if (self.isPunching) then
self:changeAnimation("punch", false)
else
if (self.onGround) then if (self.onGround) then
if math.abs(self.xsp) > 0 then if math.abs(self.xsp) > 0 then
self:changeAnimation("walk", false) self:changeAnimation("walk", false)
@ -50,22 +71,36 @@ function Player:setAnimation()
else else
self:changeAnimation("jump", true) self:changeAnimation("jump", true)
end end
end
end end
function Player:setDirection(direction) function Player:setDirection(direction)
direction = direction or 0 direction = direction or 0
if direction ~= 0 then if direction ~= 0 then
direction = utils.math.sign(direction) direction = utils.math.sign(direction)
self.direction = direction
self:setSpriteScallingX(direction) self:setSpriteScallingX(direction)
end end
end end
function Player:collisionResponse(collision) function Player:collisionResponse(collision)
if collision.other.type == "coin" then if collision.other.type == "coin" then
collision.other:takeCoin(self) collision.other.owner:takeCoin(self)
end end
end end
function Player:hitboxResponse(name, type, collision)
if (collision.other.type == "coin") and (type == "punch") then
collision.other.owner:takeCoin(self)
end
end
function Player:draw()
Player.super.draw(self)
self:drawHitboxes()
utils.graphics.resetColor()
end
function Player:drawHUD(id) function Player:drawHUD(id)
love.graphics.print(id .. " test", 4, 4) love.graphics.print(id .. " test", 4, 4)
end end

View file

@ -43,8 +43,8 @@ return {
pauseAtEnd = false, pauseAtEnd = false,
}, },
["punch"] = { ["punch"] = {
startAt = 10, startAt = 11,
endAt = 10, endAt = 11,
loop = 1, loop = 1,
speed = 0, speed = 0,
pauseAtEnd = false, pauseAtEnd = false,

View file

@ -0,0 +1,13 @@
return {
["idle"] = {
{
{"main", 0, 0, 16, 24, true}
}
},
["punch"] = {
{
{"main", 0, 0, 16, 24, true},
{"punch", 16, 6, 12, 12, false}
}
}
}

View file

@ -94,6 +94,10 @@ end
-- INFO FUNCTIONS -- INFO FUNCTIONS
-- get information with these functions -- get information with these functions
function Animator:getCurrentAnimation()
return self.currentAnimation
end
function Animator:getAnimationDuration(animation) function Animator:getAnimationDuration(animation)
return (self.animationData.endAt - self.animationData.startAt) / self.animationData.speed return (self.animationData.endAt - self.animationData.startAt) / self.animationData.speed
end end
@ -102,6 +106,10 @@ function Animator:getFrame()
return self.frame return self.frame
end end
function Animator:getRelativeFrame()
return self.frame - (self.animationData.startAt) + 1
end
function Animator:animationExist(name) function Animator:animationExist(name)
return (self.sprite.data.animations[self.currentAnimation] ~= nil) return (self.sprite.data.animations[self.currentAnimation] ~= nil)
end end

View file

@ -66,6 +66,10 @@ end
-- INFO FUNCTIONS -- INFO FUNCTIONS
-- get information with these functions -- get information with these functions
function Sprite:getCurrentAnimation()
return self.animator:getCurrentAnimation()
end
function Sprite:animationExist(name) function Sprite:animationExist(name)
return self.animator:animationExist(name) return self.animator:animationExist(name)
end end
@ -74,6 +78,18 @@ function Sprite:getDimensions()
return self.tileset:getDimensions() return self.tileset:getDimensions()
end end
function Sprite:getFrame()
return self.animator:getFrame()
end
function Sprite:getAnimationDuration(animation)
return self.animator:getAnimationDuration(animation)
end
function Sprite:getRelativeFrame()
return self.animator:getRelativeFrame()
end
-- DRAW FUNCTIONS -- DRAW FUNCTIONS
-- Draw sprites using these functions -- Draw sprites using these functions

View file

@ -26,12 +26,21 @@ local cwd = (...):gsub('%.actor2D$', '') .. "."
local BaseActor = require(cwd .. "baseactor") local BaseActor = require(cwd .. "baseactor")
local Actor2D = BaseActor:extend() local Actor2D = BaseActor:extend()
local Hitbox = require(cwd .. "utils.hitbox2D")
-- INIT FUNCTIONS -- INIT FUNCTIONS
-- Initialise the actor and its base functions -- Initialise the actor and its base functions
function Actor2D:new(world, type, x, y, w, h, isSolid) function Actor2D:new(world, type, x, y, w, h, isSolid)
self:initHitbox(x, y, w, h) self:setCoordinate(x, y)
Actor2D.super.new(self, world, type, isSolid) Actor2D.super.new(self, world, type, isSolid)
self:initHitboxes(w, h)
end
function BaseActor:destroy()
self.world:removeActor(self)
self.world:removeBody(self.mainHitbox)
self.isDestroyed = true
end end
-- MOVEMENT FUNCTIONS -- MOVEMENT FUNCTIONS
@ -46,6 +55,7 @@ function Actor2D:initMovement()
end end
function Actor2D:autoMove(dt) function Actor2D:autoMove(dt)
self:updateHitboxes()
self.onGround = false self.onGround = false
self:applyGravity(dt) self:applyGravity(dt)
@ -117,7 +127,8 @@ end
function Actor2D:move(dx, dy) function Actor2D:move(dx, dy)
local cols, colNumber = {}, 0 local cols, colNumber = {}, 0
if (self.isDestroyed == false) then 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 end
return self.x, self.y, cols, colNumber return self.x, self.y, cols, colNumber
end end
@ -125,7 +136,7 @@ end
function Actor2D:checkCollision(dx, dy) function Actor2D:checkCollision(dx, dy)
local x, y, cols, colNumber = dx, dy, {}, 0 local x, y, cols, colNumber = dx, dy, {}, 0
if (self.isDestroyed == false) then 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 end
return self.x, self.y, cols, colNumber return self.x, self.y, cols, colNumber
end end
@ -165,14 +176,167 @@ function Actor2D:applyGravity(dt)
end end
end end
-- COORDINATE FUNCTIONS -- HITBOXES FUNCTIONS
-- Functions related to coordinate and hitbox -- Functions related to actor hitboxes
function Actor2D:initHitbox(x, y, w, h) function Actor2D:initHitboxes(w, h)
self.x = x or 0
self.y = y or 0
self.w = w or 0 self.w = w or 0
self.h = h or 0 self.h = h or 0
self:initMainHitbox()
self.hitboxes = {}
self.hitboxListFile = ""
self.hitboxList = nil
end
function Actor2D:setHitboxFile(file)
self.hitboxList = require(file)
self.hitboxListFile = file
end
function Actor2D:getAutomaticHitboxLoading()
return (self.hitboxList ~= nil)
end
function Actor2D:getHitboxFile()
return self.hitboxListFile
end
function Actor2D:getHitboxList(animation, frame)
if (animation == nil) or (self.hitboxList == nil) then
return self.hitboxList
else
local list = self.hitboxList[animation]
if (frame == nil) or (list == nil) then
return list
else
return list[frame]
end
end
end
function Actor2D:updateHitboxes()
if (self.hitboxList ~= nil) then
self:purgeHitbox()
local animation, frame
animation = self:getCurrentAnimation()
frame = self:getRelativeFrame()
local hitboxList = self:getHitboxList(animation, frame)
if (hitboxList ~= nil) then
for i,v in ipairs(hitboxList) do
self:addHitboxFromFrameData(v, animation, frame, i)
end
end
end
end
function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
local sx, sy = self:getSpriteScalling()
local type = framedata[1]
local ox = framedata[2]
local oy = framedata[3]
local w = framedata[4]
local h = framedata[5]
local isSolid = framedata[6] 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
oy = self.h - oy - h
end
if (type == "main") then
self.mainHitbox:modify(ox, oy, w, h)
else
local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, ox, oy, w, h, isSolid)
return hitboxName
end
end
function Actor2D:initMainHitbox()
self.mainHitbox = Hitbox(self, self.type, 0, 0, self.w, self.h, self.isSolid)
self.world:registerBody(self.mainHitbox)
end
function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
if (self.hitboxes[name] ~= nil) then
print("ERROR:", "The hitbox " .. name .. " already exists")
else
local hitbox = Hitbox(self, type, ox, oy, w, h, isSolid)
self.hitboxes[name] = hitbox
self.world:registerBody(self.hitboxes[name])
return hitbox
end
end
function Actor2D:checkHitboxesCollisions(filter)
for k,v in pairs(self.hitboxes) do
self:checkHitboxCollisionsAtPoint(k, self.x, self.y, filter)
end
end
function Actor2D:checkHitboxCollisions(name, filter)
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter)
end
function Actor2D:checkHitboxCollisionsAtPoint(name, dx, dy, filter)
local x, y, cols, colNumber = dx, dy, {}, 0
local filter = filter or self.filter
if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
x, y, cols, colNumber = self.hitboxes[name]:checkCollision(dx, dy, filter)
local type = self.hitboxes[name].type
for i, col in ipairs(cols) do
self:hitboxResponse(name, type, col)
end
end
return x, y, cols, colNumber
end
function Actor2D:hitboxResponse(name, type, collision)
-- just a blank placeholder function
end
function Actor2D:removeHitbox(name)
if (self.hitboxes[name] ~= nil) then
self.world:removeBody(self.hitboxes[name])
self.hitboxes[name] = nil
end
end
function Actor2D:purgeHitbox()
for k,v in pairs(self.hitboxes) do
self.world:removeBody(v)
end
self.hitboxes = {}
end
function Actor2D:drawHitboxes()
for k,v in pairs(self.hitboxes) do
v:draw()
end
self.mainHitbox:draw()
end
function Actor2D:drawMainHitbox()
self.mainHitbox:draw()
end
-- COORDINATE FUNCTION
-- Handle the coordinate system
function Actor2D:setCoordinate(x, y)
self.x = x or self.x
self.y = y or self.y
end end
function Actor2D:getCenter() function Actor2D:getCenter()
@ -183,12 +347,6 @@ function Actor2D:getViewCenter()
return self:getCenter() return self:getCenter()
end end
function Actor2D:drawHitbox()
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)
end
-- DRAW FUNCTIONS -- DRAW FUNCTIONS
-- Draw the actors. -- Draw the actors.

View file

@ -87,7 +87,10 @@ end
function BaseActor:setFilter() function BaseActor:setFilter()
-- Init the bump filter -- Init the bump filter
self.filter = function(item, other) self.filter = function(item, other)
if (other.isSolid) then if (other.owner == self) then
-- ignore every collision with our own hitboxes
return nil
elseif (other.isSolid) then
return "slide" return "slide"
else else
return "cross" return "cross"
@ -236,6 +239,49 @@ function BaseActor:setSpriteScallingY(sy)
self.sprite.sy = sy self.sprite.sy = sy
end end
function BaseActor:getCurrentAnimation()
if (self.sprite.clone == nil) then
return self.assets.sprites[self.sprite.name]:getCurrentAnimation()
else
return self.sprite.clone:getCurrentAnimation()
end
end
function BaseActor:getSpriteScalling()
return self.sprite.sx, self.sprite.sy
end
function BaseActor:getFrame()
if (self.sprite.name ~= nil) then
if (self.sprite.clone ~= nil) then
return self.sprite.clone:getFrame()
else
return self.assets.sprites[self.sprite.name]:getFrame()
end
end
end
function BaseActor:getRelativeFrame()
if (self.sprite.name ~= nil) then
if (self.sprite.clone ~= nil) then
return self.sprite.clone:getRelativeFrame()
else
return self.assets.sprites[self.sprite.name]:getRelativeFrame()
end
end
end
function BaseActor:getAnimationDuration()
if (self.sprite.name ~= nil) then
if (self.sprite.clone ~= nil) then
return self.sprite.clone:getAnimationDuration()
else
return self.assets.sprites[self.sprite.name]:getAnimationDuration()
end
end
end
function BaseActor:drawSprite(x, y, r, sx, sy, ox, oy, kx, ky) function BaseActor:drawSprite(x, y, r, sx, sy, ox, oy, kx, ky)
if (self.sprite.name ~= nil) then if (self.sprite.name ~= nil) then
local x = x + self.sprite.ox local x = x + self.sprite.ox

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@ -0,0 +1,108 @@
-- 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)
utils.graphics.resetColor()
end
return Hitbox2D

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@ -121,6 +121,49 @@ function BaseWorld:removeActor(actor)
end end
end end
function BaseWorld:countActors()
return #self.actors
end
function BaseWorld:getActors()
return self.actors
end
function BaseWorld:getVisibleActors(id)
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
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
-- BODIES MANAGEMENT FUNCTIONS
-- Basic function to handle bodies. Empty function here as baseworld doesn't
-- handle bodies
function BaseWorld:registerBody(body)
return nil
end
function BaseWorld:updateBody(body)
return x, y, {}, 0
end
function BaseWorld:removeBody(body)
return nil
end
function BaseWorld:moveActor(actor, x, y, filter) function BaseWorld:moveActor(actor, x, y, filter)
-- as the baseworld have no collision function, we return empty collision -- as the baseworld have no collision function, we return empty collision
-- datas, but from the same type than bump2D will return -- datas, but from the same type than bump2D will return
@ -147,25 +190,6 @@ function BaseWorld:queryRect(x, y, w, h)
return v return v
end end
function BaseWorld:countActors()
return #self.actors
end
function BaseWorld:getActors()
return self.actors
end
function BaseWorld:getVisibleActors(id)
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
return self:queryRect(x, y, w, h)
end
-- INFO FUNCTIONS -- INFO FUNCTIONS
-- Give infos about the world -- Give infos about the world

View file

@ -35,41 +35,43 @@ function World2D:new(scene, actorlist, mapfile)
end end
-- ACTORS FUNCTIONS -- ACTORS FUNCTIONS
-- Wrappers around Bump2D functions -- Add support for bodies in Actor functions
function World2D:initActors() function World2D:initActors()
self.currentCreationID = 0 self.currentCreationID = 0
self.actors = Bump.newWorld(50) self.actors = {}
self.bodies = Bump.newWorld(50)
end end
function World2D:registerActor(actor) function World2D:registerActor(actor)
actor.creationID = self.currentCreationID World2D.super.registerActor(self, actor)
self.currentCreationID = self.currentCreationID + 1
return self.actors:add(actor, actor.x, actor.y, actor.w, actor.h)
end end
function World2D:removeActor(actor) function World2D:registerBody(body)
return self.actors:remove(actor) 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 end
function World2D:moveActor(actor, x, y, filter) function World2D:moveActor(actor, x, y, filter)
return self.actors:move(actor, x, y, filter) return self.bodies:move(actor, x, y, filter)
end end
function World2D:checkCollision(actor, x, y, filter) function World2D:checkCollision(actor, x, y, filter)
return self.actors:check(actor, x, y, filter) return self.bodies:check(actor, x, y, filter)
end end
function World2D:queryRect(x, y, w, h) function World2D:queryRect(x, y, w, h)
return self.actors:queryRect(x, y, w, h) return self.bodies:queryRect(x, y, w, h)
end
function World2D:countActors()
return self.actors:countItems()
end
function World2D:getActors()
return self.actors:getItems()
end end
return World2D return World2D