chore: refactor hitbox adding

This commit is contained in:
Kazhnuz 2020-11-26 20:29:59 +01:00
parent f30fc6346d
commit b2623cdb6a
3 changed files with 49 additions and 72 deletions

View file

@ -42,12 +42,16 @@ local Hitbox = require("birb.modules.world.actors.utils.hitbox2D")
function Actor2D:new(world, type, x, y, w, h, isSolid) function Actor2D:new(world, type, x, y, w, h, isSolid)
self:init(world, type) self:init(world, type)
self:initPhysics(x, y, 0, w, h, 0, isSolid) self:initPhysics(Hitbox, x, y, 0, w, h, 0, isSolid)
self:initTimers() self:initTimers()
self:initSprite() self:initSprite()
self:initKeys() self:initKeys()
end end
function Actor2D:packForHitbox()
return {0, 0, self.w, self.h}
end
function Actor2D:destroy() function Actor2D:destroy()
self.world:removeActor(self) self.world:removeActor(self)
self.mainHitbox:destroy() self.mainHitbox:destroy()
@ -141,39 +145,6 @@ end
-- HITBOXES FUNCTIONS -- HITBOXES FUNCTIONS
-- Functions related to actor hitboxes -- Functions related to actor hitboxes
function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
local sx, sy = self.sprite:getScalling()
local type = framedata[1]
local box = framedata[2]
local isSolid = framedata[3] or false
local anim = animationID or "null"
local frame = frameID or 0
local id = hitboxID or 0
if (type == "main") then
self.mainHitbox:setFromData(box, sx, sy)
else
local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, box, sx, sy, isSolid)
return hitboxName
end
end
function Actor2D:initMainHitbox()
self.mainHitbox = Hitbox(self, self.type, {0, 0, self.w, self.h}, 0, 0, self.isSolid)
self.mainHitbox:advertiseAsMainHitbox()
end
function Actor2D:addHitbox(name, type, data, sx, sy, isSolid)
if (self.hitboxes[name] ~= nil) then
core.debug:logWarn("actor2D", "the hitbox " .. name .. " already exists")
else
local hitbox = Hitbox(self, type, data, sx, sy, isSolid)
self.hitboxes[name] = hitbox
return hitbox
end
end
function Actor2D:checkHitboxCollisions(name, filter) function Actor2D:checkHitboxCollisions(name, filter)
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter) self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter)
end end

View file

@ -44,7 +44,7 @@ local Boxes = require(cwd .. "utils.boxes")
function Actor3D:new(world, type, x, y, z, w, h, d, isSolid) function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
self:init(world, type) self:init(world, type)
self:initPhysics(x, y, z, w, h, d, isSolid) self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
self:initTimers() self:initTimers()
self:initSprite() self:initSprite()
self.world:registerShape(self) self.world:registerShape(self)
@ -63,6 +63,11 @@ function Actor3D:destroy()
self.isDestroyed = true self.isDestroyed = true
end end
function Actor3D:packForHitbox()
return {0, 0, 0, self.w, self.h, self.d}
end
-- PHYSICS FUNCTIONS -- PHYSICS FUNCTIONS
-- Handle movement and collisions. -- Handle movement and collisions.
@ -163,39 +168,6 @@ end
-- HITBOXES FUNCTIONS -- HITBOXES FUNCTIONS
-- Functions related to actor hitboxes -- Functions related to actor hitboxes
function Actor3D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
local sx, sy = self.sprite:getScalling()
local type = framedata[1]
local box = framedata[2]
local isSolid = framedata[3] or false
local anim = animationID or "null"
local frame = frameID or 0
local id = hitboxID or 0
if (type == "main") then
self.mainHitbox:setFromData(box, sx, sy)
else
local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, box, sx, sy, isSolid)
return hitboxName
end
end
function Actor3D:initMainHitbox()
self.mainHitbox = Hitbox(self, self.type, {0, 0, 0, self.w, self.h, self.d}, 0, 0, self.isSolid)
self.mainHitbox:advertiseAsMainHitbox()
end
function Actor3D:addHitbox(name, type, data, sx, sy, isSolid)
if (self.hitboxes[name] ~= nil) then
core.debug:logWarn("actor3D", "the hitbox " .. name .. " already exists")
else
local hitbox = Hitbox(self, type, data, sx, sy, isSolid)
self.hitboxes[name] = hitbox
return hitbox
end
end
function Actor3D:checkHitboxCollisions(name, filter) function Actor3D:checkHitboxCollisions(name, filter)
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter) self:checkHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter)
end end

View file

@ -3,7 +3,7 @@ PhysicalActor = Object:extend()
-- PHYSICS FUNCTIONS -- PHYSICS FUNCTIONS
-- Raw implementation of everything common in physics -- Raw implementation of everything common in physics
function PhysicalActor:initPhysics(x, y, z, w, h, d, isSolid) function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
self:setCoordinate(x, y, z) self:setCoordinate(x, y, z)
self.isSolid = isSolid or false self.isSolid = isSolid or false
@ -21,7 +21,7 @@ function PhysicalActor:initPhysics(x, y, z, w, h, d, isSolid)
self.zfrc = 0 self.zfrc = 0
self:initGravity() self:initGravity()
self:initHitboxes() self:initHitboxes(hitboxObj)
self:setBounceFactor() self:setBounceFactor()
self:setFilter() self:setFilter()
@ -135,7 +135,8 @@ end
-- HITBOX FUNCTIONS -- HITBOX FUNCTIONS
-- All functions to handle hitboxes -- All functions to handle hitboxes
function PhysicalActor:initHitboxes() function PhysicalActor:initHitboxes(hitboxObj)
self.Hitbox = hitboxObj
self:initMainHitbox() self:initMainHitbox()
self.hitboxes = {} self.hitboxes = {}
@ -174,6 +175,39 @@ function PhysicalActor:getHitboxList(animation, frame)
end end
end end
function PhysicalActor:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
local sx, sy = self.sprite:getScalling()
local type = framedata[1]
local box = framedata[2]
local isSolid = framedata[3] or false
local anim = animationID or "null"
local frame = frameID or 0
local id = hitboxID or 0
if (type == "main") then
self.mainHitbox:setFromData(box, sx, sy)
else
local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, box, sx, sy, isSolid)
return hitboxName
end
end
function PhysicalActor:initMainHitbox()
self.mainHitbox = self.Hitbox(self, self.type, self:packForHitbox(), 0, 0, self.isSolid)
self.mainHitbox:advertiseAsMainHitbox()
end
function PhysicalActor:addHitbox(name, type, data, sx, sy, isSolid)
if (self.hitboxes[name] ~= nil) then
core.debug:logWarn("PhysicalActor", "the hitbox " .. name .. " already exists")
else
local hitbox = self.Hitbox(self, type, data, sx, sy, isSolid)
self.hitboxes[name] = hitbox
return hitbox
end
end
function PhysicalActor:updateHitboxes() function PhysicalActor:updateHitboxes()
if (self.hitboxList ~= nil) then if (self.hitboxList ~= nil) then
self:purgeHitbox() self:purgeHitbox()