chore: improve semantics
- Use "apply" when you apply collision, and not check - Use "AtPoint" when you check at a point
This commit is contained in:
parent
b2623cdb6a
commit
9eb0d321c8
5 changed files with 29 additions and 21 deletions
|
@ -96,16 +96,16 @@ end
|
|||
function Actor2D:move(dx, dy)
|
||||
local cols, colNumber = {}, 0
|
||||
if (self.isDestroyed == false) then
|
||||
self.x, self.y, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, self.filter)
|
||||
self.x, self.y, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, self.filter)
|
||||
self.mainHitbox:updatePosition()
|
||||
end
|
||||
return self.x, self.y, cols, colNumber
|
||||
end
|
||||
|
||||
function Actor2D:checkCollision(dx, dy)
|
||||
function Actor2D:checkCollisionAtPoint(dx, dy)
|
||||
local x, y, cols, colNumber = dx, dy, {}, 0
|
||||
if (self.isDestroyed == false) then
|
||||
x, y, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, self.filter)
|
||||
x, y, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, self.filter)
|
||||
end
|
||||
return self.x, self.y, cols, colNumber
|
||||
end
|
||||
|
@ -123,7 +123,7 @@ end
|
|||
|
||||
function Actor2D:checkGround()
|
||||
local dx, dy = self.x, self.y + utils.math.sign(self.grav)
|
||||
local newx, newy, cols, colNumber = self:checkCollision(dx, dy)
|
||||
local newx, newy, cols, colNumber = self:checkCollisionAtPoint(dx, dy)
|
||||
|
||||
for i, col in ipairs(cols) do
|
||||
if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
|
||||
|
@ -145,15 +145,15 @@ end
|
|||
-- HITBOXES FUNCTIONS
|
||||
-- Functions related to actor hitboxes
|
||||
|
||||
function Actor2D:checkHitboxCollisions(name, filter)
|
||||
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter)
|
||||
function Actor2D:applyHitboxCollisions(name, filter)
|
||||
self:applyHitboxCollisionsAtPoint(name, self.x, self.y, filter)
|
||||
end
|
||||
|
||||
function Actor2D:checkHitboxCollisionsAtPoint(name, dx, dy, filter)
|
||||
function Actor2D:applyHitboxCollisionsAtPoint(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)
|
||||
x, y, cols, colNumber = self.hitboxes[name]:checkCollisionAtPoint(dx, dy, filter)
|
||||
local type = self.hitboxes[name].type
|
||||
|
||||
for i, col in ipairs(cols) do
|
||||
|
@ -161,7 +161,7 @@ function Actor2D:checkHitboxCollisionsAtPoint(name, dx, dy, filter)
|
|||
end
|
||||
end
|
||||
|
||||
return x, y, cols, colNumber
|
||||
return cols, colNumber
|
||||
end
|
||||
|
||||
-- DRAW FUNCTIONS
|
||||
|
|
|
@ -111,7 +111,7 @@ 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.x, self.y, self.z, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, dz, self.filter)
|
||||
self.mainHitbox:updatePosition()
|
||||
self.world:updateShape(self)
|
||||
end
|
||||
|
@ -125,10 +125,10 @@ function Actor3D:move(dx, dy, dz)
|
|||
return self.x, self.y, self.z, cols, colNumber
|
||||
end
|
||||
|
||||
function Actor3D:checkCollision(dx, dy, dz)
|
||||
function Actor3D:checkCollisionAtPoint(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)
|
||||
x, y, z, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, dz, self.filter)
|
||||
end
|
||||
return self.x, self.y, self.z, cols, colNumber
|
||||
end
|
||||
|
@ -147,7 +147,7 @@ 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)
|
||||
local newx, newy, newz, cols, colNumber = self:checkCollisionAtPoint(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
|
||||
|
@ -168,15 +168,15 @@ end
|
|||
-- HITBOXES FUNCTIONS
|
||||
-- Functions related to actor hitboxes
|
||||
|
||||
function Actor3D:checkHitboxCollisions(name, filter)
|
||||
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter)
|
||||
function Actor3D:applyHitboxCollisions(name, filter)
|
||||
return self:applyHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter)
|
||||
end
|
||||
|
||||
function Actor3D:checkHitboxCollisionsAtPoint(name, dx, dy, dz, filter)
|
||||
function Actor3D:applyHitboxCollisionsAtPoint(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)
|
||||
x, y, z, cols, colNumber = self.hitboxes[name]:checkCollisionAtPoint(dx, dy, dz, filter)
|
||||
local type = self.hitboxes[name].type
|
||||
|
||||
for i, col in ipairs(cols) do
|
||||
|
@ -184,7 +184,7 @@ function Actor3D:checkHitboxCollisionsAtPoint(name, dx, dy, dz, filter)
|
|||
end
|
||||
end
|
||||
|
||||
return x, y, z, cols, colNumber
|
||||
return cols, colNumber
|
||||
end
|
||||
|
||||
-- SHADOW FUNCTIONS
|
||||
|
|
|
@ -226,7 +226,7 @@ end
|
|||
|
||||
function PhysicalActor:checkHitboxesCollisions(filter)
|
||||
for k, v in pairs(self.hitboxes) do
|
||||
self:checkHitboxCollisions(k, filter)
|
||||
self:applyHitboxCollisions(k, filter)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -115,7 +115,11 @@ end
|
|||
-- COLLISION FUNCTIONS
|
||||
-- Handle Hitbox position
|
||||
|
||||
function Hitbox2D:checkCollision(dx, dy, filter)
|
||||
function Hitbox2D:checkCollision(filter)
|
||||
return self:checkCollisionAtPoint(self.owner.x, self.owner.y, filter)
|
||||
end
|
||||
|
||||
function Hitbox2D:checkCollisionAtPoint(dx, dy, filter)
|
||||
self:updatePosition()
|
||||
|
||||
local dx, dy = self.ox + dx, self.oy + dy
|
||||
|
|
|
@ -118,7 +118,11 @@ end
|
|||
-- COLLISION FUNCTIONS
|
||||
-- Handle Hitbox position
|
||||
|
||||
function Hitbox3D:checkCollision(dx, dy, dz, filter)
|
||||
function Hitbox3D:checkCollision(filter)
|
||||
return self:checkCollisionAtPoint(self.owner.x, self.owner.y, self.owner.z, filter)
|
||||
end
|
||||
|
||||
function Hitbox3D:checkCollisionAtPoint(dx, dy, dz, filter)
|
||||
self:updatePosition()
|
||||
|
||||
local dx, dy = self.ox + dx, self.oy + dy, self.oz + dz
|
||||
|
|
Loading…
Reference in a new issue