improvement(actor): put physics functions that make sense in baseactor
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2 changed files with 33 additions and 28 deletions
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@ -51,7 +51,7 @@ function Actor2D:autoMove(dt)
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self:applyGravity(dt)
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local dx, dy = self:getFuturePosition(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 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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@ -62,32 +62,9 @@ function Actor2D:autoMove(dt)
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self:applyFriction(dt)
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end
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function Actor2D: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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end
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function Actor2D: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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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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@ -117,8 +117,36 @@ function BaseActor:setFilter()
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end
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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: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: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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