Merge branch 'world-cleanup' of game-projects/gamecore into master
This commit is contained in:
commit
a31eae5c24
6 changed files with 333 additions and 202 deletions
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@ -31,6 +31,9 @@ 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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- **world:** Make object creation more customizable by worlds
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### Fixed
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@ -32,9 +32,8 @@ local Hitbox = require(cwd .. "utils.hitbox2D")
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-- Initialise the actor and its base functions
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function Actor2D:new(world, type, x, y, w, h, isSolid)
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self:setCoordinate(x, y)
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Actor2D.super.new(self, world, type, isSolid)
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self:initHitboxes(w, h)
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Actor2D.super.new(self, world, type, x, y, 0, w, h, 0, isSolid)
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self:initHitboxes()
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end
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function Actor2D:destroy()
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@ -43,23 +42,16 @@ function Actor2D:destroy()
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self.isDestroyed = true
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end
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-- MOVEMENT FUNCTIONS
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-- Basic functions from the movement.
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function Actor2D:initMovement()
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self.xsp = 0
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self.ysp = 0
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self.xfrc = 0
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self.yfrc = 0
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end
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-- PHYSICS FUNCTIONS
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-- Handle movement and collisions.
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function Actor2D:autoMove(dt)
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self:updateHitboxes()
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self.onGround = false
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self:applyGravity(dt)
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local newx, newy, cols, colNumber = self:move(self.x + self.xsp * dt, self.y + self.ysp * dt)
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local dx, dy = self:getFuturePosition(dt)
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local newx, newy, cols, colNumber = self:move(dx, dy)
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-- apply after the movement the friction, until the player stop
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-- note: the friction is applied according to the delta time,
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@ -67,25 +59,12 @@ function Actor2D:autoMove(dt)
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self:solveAllCollisions(cols)
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self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
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self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
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self:applyFriction(dt)
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end
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function Actor2D:solveAllCollisions(cols)
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for i, col in ipairs(cols) do
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self:collisionResponse(col)
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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self:changeSpeedToCollisionNormal(col.normal.x, col.normal.y)
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end
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end
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end
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function Actor2D:collisionResponse(collision)
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-- here come the response to the collision
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end
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function Actor2D:changeSpeedToCollisionNormal(nx, ny)
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function Actor2D:changeSpeedToCollisionNormal(normal)
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local xsp, ysp = self.xsp, self.ysp
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local nx, ny = normal.x, normal.y
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if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then
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xsp = -xsp * self.bounceFactor
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@ -115,27 +94,9 @@ function Actor2D:checkCollision(dx, dy)
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return self.x, self.y, cols, colNumber
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end
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function Actor2D:initGravity()
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if (self.world.gravity.isDefault) then
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self.grav = self.world.gravity.grav
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else
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self.grav = 0
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end
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self.onGround = false
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end
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-- GRAVITY SYSTEM FUNCTIONS
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-- All functions related to gravity
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function Actor2D:setGravity(grav)
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-- It's basically now a function with two roles at once :
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-- - activate the gravity
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-- - use the gravity value the dev want
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self.grav = grav or self.world.gravity.grav
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end
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function Actor2D:applyGravity(dt)
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self.ysp = self.ysp + self.grav * dt
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@ -157,63 +118,17 @@ function Actor2D:checkGround()
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end
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end
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-- COORDINATE/MOVEMENT FUNCTIONS
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-- Handle coordinate
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function Actor2D:getViewCenter()
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local x, y = self:getCenter()
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return x, y
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end
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-- HITBOXES FUNCTIONS
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-- Functions related to actor hitboxes
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function Actor2D:initHitboxes(w, h)
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self.w = w or 0
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self.h = h or 0
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self:initMainHitbox()
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self.hitboxes = {}
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self.hitboxListFile = ""
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self.hitboxList = nil
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end
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function Actor2D:setHitboxFile(file)
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self.hitboxList = require(file)
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self.hitboxListFile = file
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end
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function Actor2D:getAutomaticHitboxLoading()
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return (self.hitboxList ~= nil)
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end
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function Actor2D:getHitboxFile()
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return self.hitboxListFile
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end
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function Actor2D:getHitboxList(animation, frame)
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if (animation == nil) or (self.hitboxList == nil) then
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return self.hitboxList
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else
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local list = self.hitboxList[animation]
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if (frame == nil) or (list == nil) then
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return list
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else
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return list[frame]
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end
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end
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end
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function Actor2D:updateHitboxes()
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if (self.hitboxList ~= nil) then
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self:purgeHitbox()
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local animation, frame
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animation = self:getCurrentAnimation()
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frame = self:getRelativeFrame()
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local hitboxList = self:getHitboxList(animation, frame)
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if (hitboxList ~= nil) then
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for i,v in ipairs(hitboxList) do
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self:addHitboxFromFrameData(v, animation, frame, i)
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end
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end
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end
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end
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function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
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local sx, sy = self:getSpriteScalling()
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local type = framedata[1]
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@ -243,6 +158,7 @@ end
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function Actor2D:initMainHitbox()
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self.mainHitbox = Hitbox(self, self.type, 0, 0, self.w, self.h, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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end
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function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
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@ -255,12 +171,6 @@ function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
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end
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end
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function Actor2D:checkHitboxesCollisions(filter)
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for k,v in pairs(self.hitboxes) do
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self:checkHitboxCollisionsAtPoint(k, self.x, self.y, filter)
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end
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end
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function Actor2D:checkHitboxCollisions(name, filter)
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self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter)
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end
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@ -280,52 +190,6 @@ function Actor2D:checkHitboxCollisionsAtPoint(name, dx, dy, filter)
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return x, y, cols, colNumber
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end
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function Actor2D:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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end
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function Actor2D:removeHitbox(name)
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if (self.hitboxes[name] ~= nil) then
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self.hitboxes[name]:destroy()
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self.hitboxes[name] = nil
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end
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end
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function Actor2D:purgeHitbox()
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for k,v in pairs(self.hitboxes) do
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v:destroy()
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end
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self.hitboxes = {}
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end
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function Actor2D:drawHitboxes()
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for k,v in pairs(self.hitboxes) do
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v:draw()
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end
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self.mainHitbox:draw()
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end
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function Actor2D:drawMainHitbox()
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self.mainHitbox:draw()
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end
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-- COORDINATE FUNCTION
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-- Handle the coordinate system
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function Actor2D:setCoordinate(x, y)
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self.x = x or self.x
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self.y = y or self.y
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end
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function Actor2D:getCenter()
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return (self.x + (self.w / 2)), (self.y + (self.h / 2))
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end
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function Actor2D:getViewCenter()
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return self:getCenter()
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end
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-- DRAW FUNCTIONS
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-- Draw the actors.
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@ -1,5 +1,5 @@
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-- actor2D.lua :: the global implementation of an actor. Basically, it abstract
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-- everything that isn't 2D or 3D related to the actor system.
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-- BaseActor.lua :: the global implementation of an actor. Basically, it abstract
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-- everything that isn't only 2D or 3D related to the actor system.
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--[[
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Copyright © 2019 Kazhnuz
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@ -30,7 +30,7 @@ local Timer = require(cwd .. "utils.timer")
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function BaseActor:new(world, type, isSolid)
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function BaseActor:new(world, type, x, y, z, w, h, d, isSolid)
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self.type = type or ""
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self.isSolid = isSolid or false
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self.depth = 0
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@ -39,7 +39,7 @@ function BaseActor:new(world, type, isSolid)
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self:initKeys()
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self:initTimers()
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self:setSprite()
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self:initPhysics()
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self:initPhysics(x, y, z, w, h, d)
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self:setDebugColor(1, 1, 1)
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self:register()
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@ -69,17 +69,36 @@ function BaseActor:destroy()
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self.isDestroyed = true
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end
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-- PHYSICS INITIALISATION
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-- Basic initialization of the physic systems
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-- PHYSICS FUNCTIONS
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-- Raw implementation of everything common in physics
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function BaseActor:initPhysics(x, y, z, w, h, d)
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self:setCoordinate(x, y, z)
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self.w = w or 0
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self.h = h or 0
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self.d = d or 0
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self.xsp = 0
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self.ysp = 0
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self.zsp = 0
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self.xfrc = 0
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self.yfrc = 0
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self.zfrc = 0
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function BaseActor:initPhysics()
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self:initMovement()
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self:initGravity()
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self:setBounceFactor()
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self:setFilter()
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end
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function BaseActor:setCoordinate(x, y, z, w, h, d)
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self.x = x or self.x
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self.y = y or self.y
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self.z = z or self.z
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end
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function BaseActor:setBounceFactor(newBounceFactor)
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self.bounceFactor = newBounceFactor or 0
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end
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@ -98,14 +117,77 @@ function BaseActor:setFilter()
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end
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end
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function BaseActor:initMovement( )
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-- Empty placeholder function
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function BaseActor:getFuturePosition(dt)
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local dx, dy
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dx = self.x + self.xsp * dt
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dy = self.y + self.ysp * dt
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dz = self.z + self.zsp * dt
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return dx, dy, dz
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end
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function BaseActor:initGravity( )
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-- Empty placeholder function
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function BaseActor:applyFriction(dt)
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self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
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self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
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self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
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end
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function BaseActor:solveAllCollisions(cols)
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for i, col in ipairs(cols) do
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self:collisionResponse(col)
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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self:changeSpeedToCollisionNormal(col.normal)
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end
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end
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end
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function BaseActor:collisionResponse(collision)
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-- here come the response to the collision
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end
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function BaseActor:changeSpeedToCollisionNormal(normal)
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-- Empty function in baseactor
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end
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-- COORDINATE/MOVEMENT FUNCTIONS
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-- Handle coordinate
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function BaseActor:getCenter()
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return (self.x + (self.w / 2)), (self.y + (self.h / 2)), (self.z + (self.d / 2))
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end
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function BaseActor:getViewCenter()
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return self:getCenter()
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end
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-- GRAVITY SYSTEM FUNCTIONS
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-- All functions related to gravity
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function BaseActor:initGravity()
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if (self.world.gravity.isDefault) then
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self.grav = self.world.gravity.grav
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else
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self.grav = 0
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end
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self.onGround = false
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end
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function BaseActor:setGravity(grav)
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-- It's basically now a function with two roles at once :
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-- - activate the gravity
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-- - use the gravity value the dev want
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self.grav = grav or self.world.gravity.grav
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end
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function BaseActor:applyGravity(dt)
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-- Empty function in baseactor
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end
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function BaseActor:checkGround()
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-- Empty function in baseactor
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end
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-- UPDATE FUNCTIONS
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-- Theses functions are activated every steps
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@ -164,6 +246,101 @@ function BaseActor:timerResponse(name)
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-- here come the timer responses
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end
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-- HITBOX FUNCTIONS
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-- All functions to handle hitboxes
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function BaseActor:initHitboxes()
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self:initMainHitbox()
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self.hitboxes = {}
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self.hitboxListFile = ""
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self.hitboxList = nil
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end
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function BaseActor:initMainHitbox()
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-- Empty function : don't load ANY real hitbox function into baseactor
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end
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function BaseActor:setHitboxFile(file)
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self.hitboxList = require(file)
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self.hitboxListFile = file
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end
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function BaseActor:getAutomaticHitboxLoading()
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return (self.hitboxList ~= nil)
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end
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function BaseActor:getHitboxFile()
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return self.hitboxListFile
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end
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function BaseActor:getHitboxList(animation, frame)
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if (animation == nil) or (self.hitboxList == nil) then
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return self.hitboxList
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else
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local list = self.hitboxList[animation]
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if (frame == nil) or (list == nil) then
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return list
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else
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return list[frame]
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end
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end
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end
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function BaseActor:updateHitboxes()
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if (self.hitboxList ~= nil) then
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self:purgeHitbox()
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local animation, frame
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animation = self:getCurrentAnimation()
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frame = self:getRelativeFrame()
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local hitboxList = self:getHitboxList(animation, frame)
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if (hitboxList ~= nil) then
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for i,v in ipairs(hitboxList) do
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self:addHitboxFromFrameData(v, animation, frame, i)
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end
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end
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end
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end
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function BaseActor:checkHitboxesCollisions(filter)
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for k,v in pairs(self.hitboxes) do
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self:checkHitboxCollisions(k, filter)
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end
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end
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function BaseActor:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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||||
end
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function BaseActor:removeHitbox(name)
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if (self.hitboxes[name] ~= nil) then
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self.hitboxes[name]:destroy()
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self.hitboxes[name] = nil
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||||
end
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||||
end
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function BaseActor:purgeHitbox()
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for k,v in pairs(self.hitboxes) do
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v:destroy()
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end
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self.hitboxes = {}
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end
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function BaseActor:drawHitboxes()
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for k,v in pairs(self.hitboxes) do
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v:draw()
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end
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self:drawMainHitbox()
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end
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function BaseActor:drawMainHitbox()
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||||
if (self.mainHitbox ~= nil) then
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self.mainHitbox:draw()
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||||
end
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||||
end
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||||
|
||||
-- DRAW FUNCTIONS
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||||
-- Draw the actors.
|
||||
|
||||
|
@ -184,7 +361,6 @@ function BaseActor:drawHUD(id, height, width)
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|||
|
||||
end
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||||
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||||
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||||
-- SPRITES FUNCTIONS
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||||
-- Handle the sprite of the actor
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||||
|
||||
|
|
|
@ -39,10 +39,16 @@ function Hitbox2D:new(owner, type, ox, oy, w, h, isSolid)
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|||
self.h = h
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||||
self.isSolid = isSolid
|
||||
|
||||
self.isMainHitBox = false
|
||||
|
||||
self:setDebugColor(0,0,0)
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||||
self:register()
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||||
end
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||||
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||||
function Hitbox2D:advertiseAsMainHitbox()
|
||||
self.isMainHitBox = true
|
||||
end
|
||||
|
||||
function Hitbox2D:modify(ox, oy, w, h)
|
||||
self.ox = ox
|
||||
self.oy = oy
|
||||
|
|
|
@ -128,6 +128,21 @@ function BaseWorld:getActors()
|
|||
return self.actors
|
||||
end
|
||||
|
||||
function BaseWorld:getActorsInRect(x, y, w, h)
|
||||
local query = {}
|
||||
local x2, y2 = x + w, y + h
|
||||
for i,v in ipairs(self.actors) do
|
||||
if (v.x >= x) and (v.x + v.w >= x1) and
|
||||
(v.y >= y) and (v.y + v.h >= y1) then
|
||||
|
||||
table.insert(query, v)
|
||||
end
|
||||
end
|
||||
|
||||
return v
|
||||
end
|
||||
|
||||
|
||||
function BaseWorld:getVisibleActors(id)
|
||||
local camx, camy, camw, camh = self.cameras:getViewCoordinate(id)
|
||||
local paddingw = camw * PADDING_VALUE
|
||||
|
@ -137,14 +152,7 @@ function BaseWorld:getVisibleActors(id)
|
|||
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
|
||||
return self:getActorsInRect(x, y, w, h)
|
||||
end
|
||||
|
||||
-- BODIES MANAGEMENT FUNCTIONS
|
||||
|
@ -175,18 +183,8 @@ function BaseWorld:checkCollision(actor, x, y, filter)
|
|||
return x, y, {}, 0
|
||||
end
|
||||
|
||||
function BaseWorld:queryRect(x, y, w, h)
|
||||
local query = {}
|
||||
local x2, y2 = x + w, y + h
|
||||
for i,v in ipairs(self.actors) do
|
||||
if (v.x >= x) and (v.x + v.w >= x1) and
|
||||
(v.y >= y) and (v.y + v.h >= y1) then
|
||||
|
||||
table.insert(query, v)
|
||||
end
|
||||
end
|
||||
|
||||
return v
|
||||
function BaseWorld:getBodiesInRect(x, y, w, h)
|
||||
return {}
|
||||
end
|
||||
|
||||
-- INFO FUNCTIONS
|
||||
|
@ -270,7 +268,7 @@ function BaseWorld:loadMapCollisions()
|
|||
if self:isCollisionIndexed(objectlayer.name) then
|
||||
print("DEBUG: loading actors in " .. objectlayer.name .. " collision layer")
|
||||
for k, object in pairs(objectlayer.objects) do
|
||||
self:newCollision(objectlayer.name, object.x, object.y, object.width, object.height)
|
||||
self:newCollisionFromMap(objectlayer, object)
|
||||
end
|
||||
self.map:removeLayer(objectlayer.name)
|
||||
end
|
||||
|
@ -283,9 +281,9 @@ function BaseWorld:loadMapActors()
|
|||
print("DEBUG: loading actors in " .. objectlayer.name .. " actor layer")
|
||||
for k, object in pairs(objectlayer.objects) do
|
||||
if (object.properties.batchActor) then
|
||||
self:batchActor(objectlayer.name, object)
|
||||
self:batchActor(objectlayer, object)
|
||||
else
|
||||
self:newActor(objectlayer.name, object.x, object.y)
|
||||
self:newActorFromMap(objectlayer, object)
|
||||
end
|
||||
end
|
||||
self.map:removeLayer(objectlayer.name)
|
||||
|
@ -293,7 +291,8 @@ function BaseWorld:loadMapActors()
|
|||
end
|
||||
end
|
||||
|
||||
function BaseWorld:batchActor(name, object)
|
||||
function BaseWorld:batchActor(objectlayer, object)
|
||||
local name = objectlayer.name
|
||||
local gwidth = object.properties.gwidth or self.map.tilewidth
|
||||
local gheight = object.properties.gheight or self.map.tileheight
|
||||
local x = object.x
|
||||
|
@ -311,6 +310,18 @@ function BaseWorld:batchActor(name, object)
|
|||
end
|
||||
end
|
||||
|
||||
function BaseWorld:newActorFromMap(objectlayer, object)
|
||||
self:newActor(objectlayer.name, object.x, object.y)
|
||||
end
|
||||
|
||||
function BaseWorld:newCollisionFromMap(objectlayer, object)
|
||||
self:newCollision(objectlayer.name, object.x, object.y, object.width, object.height)
|
||||
end
|
||||
|
||||
function BaseWorld:addPlayerFromMap(object, i)
|
||||
self:addPlayer(self.obj.Player(self, object.x, object.y), i, true)
|
||||
end
|
||||
|
||||
function BaseWorld:loadMapPlayers()
|
||||
for k, objectlayer in pairs(self.map.layers) do
|
||||
if (objectlayer.name == "player") then
|
||||
|
@ -319,7 +330,7 @@ function BaseWorld:loadMapPlayers()
|
|||
for k, object in pairs(objectlayer.objects) do
|
||||
if (i <= self.playerNumber) then
|
||||
-- TODO: don't hardcode camera handling
|
||||
self:addPlayer(self.obj.Player(self, object.x, object.y), i, true)
|
||||
self:addPlayerFromMap(object, i)
|
||||
end
|
||||
i = i + 1
|
||||
end
|
||||
|
|
|
@ -43,17 +43,92 @@ function World2D:initActors()
|
|||
self.bodies = Bump.newWorld(50)
|
||||
end
|
||||
|
||||
function World2D:newActor(name, x, y)
|
||||
self.obj.index[name](self, x, y)
|
||||
end
|
||||
|
||||
function World2D:newCollision(name, x, y, w, h)
|
||||
self.obj.collisions[name](self, x, y, w, h)
|
||||
end
|
||||
|
||||
function World2D:registerActor(actor)
|
||||
World2D.super.registerActor(self, actor)
|
||||
end
|
||||
|
||||
function World2D:moveActor(actor, x, y, filter)
|
||||
return self.bodies:move(actor.mainHitbox, x, y, filter)
|
||||
end
|
||||
|
||||
function World2D:getActorsInRect(x, y, w, h)
|
||||
local bodies = self.bodies:queryRect(x, y, w, h)
|
||||
local returnquery = {}
|
||||
|
||||
for i,body in ipairs(bodies) do
|
||||
if (body.isMainHitBox) then
|
||||
table.insert(returnquery, body.owner)
|
||||
end
|
||||
end
|
||||
|
||||
return returnquery
|
||||
end
|
||||
|
||||
-- PLAYER FUNCTIONS
|
||||
-- Load player stuff
|
||||
|
||||
function World2D:addPlayer(actor, sourceid, haveCam)
|
||||
local player = {}
|
||||
player.actor = actor
|
||||
player.sourceid = sourceid or 1
|
||||
|
||||
table.insert(self.players, player)
|
||||
|
||||
if (haveCam) then
|
||||
local xx, yy = player.actor:getViewCenter()
|
||||
self.cameras:addView(xx, yy, player.actor)
|
||||
end
|
||||
end
|
||||
|
||||
-- MAP LOADING FUNCTIONS
|
||||
-- Handle loading of actors from map
|
||||
|
||||
function World2D:batchActor(objectlayer, object)
|
||||
local name = objectlayer.name
|
||||
local gwidth = object.properties.gwidth or self.map.tilewidth
|
||||
local gheight = object.properties.gheight or self.map.tileheight
|
||||
local x = object.x
|
||||
local y = object.y
|
||||
local w = object.width
|
||||
local h = object.height
|
||||
|
||||
local cellHor = math.ceil(w / gwidth)
|
||||
local cellVert = math.ceil(h / gheight)
|
||||
|
||||
for i=1, cellHor do
|
||||
for j=1, cellVert do
|
||||
self:newActor(name, x + (i-1)*gwidth, y + (j-1)*gheight)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function World2D:newActorFromMap(objectlayer, object)
|
||||
self:newActor(objectlayer.name, object.x, object.y)
|
||||
end
|
||||
|
||||
function World2D:newCollisionFromMap(objectlayer, object)
|
||||
self:newCollision(objectlayer.name, object.x, object.y, object.width, object.height)
|
||||
end
|
||||
|
||||
function World2D:addPlayerFromMap(object, i)
|
||||
self:addPlayer(self.obj.Player(self, object.x, object.y), i, true)
|
||||
end
|
||||
|
||||
-- BODIES MANAGEMENT FUNCTIONS
|
||||
-- Basic function to handle bodies. Wrappers around Bump2D functions
|
||||
|
||||
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
|
||||
|
@ -62,15 +137,11 @@ function World2D:removeBody(body)
|
|||
return self.bodies:remove(body)
|
||||
end
|
||||
|
||||
function World2D:moveActor(actor, x, y, filter)
|
||||
return self.bodies:move(actor, x, y, filter)
|
||||
function World2D:checkCollision(body, x, y, filter)
|
||||
return self.bodies:check(body, x, y, filter)
|
||||
end
|
||||
|
||||
function World2D:checkCollision(actor, x, y, filter)
|
||||
return self.bodies:check(actor, x, y, filter)
|
||||
end
|
||||
|
||||
function World2D:queryRect(x, y, w, h)
|
||||
function World2D:getBodiesInRect(x, y, w, h)
|
||||
return self.bodies:queryRect(x, y, w, h)
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in a new issue