improvement(actor): put physics functions that make sense in baseactor
This commit is contained in:
parent
ff78a6ecfe
commit
b4f3008552
2 changed files with 33 additions and 28 deletions
|
@ -51,7 +51,7 @@ function Actor2D:autoMove(dt)
|
||||||
self:applyGravity(dt)
|
self:applyGravity(dt)
|
||||||
|
|
||||||
local dx, dy = self:getFuturePosition(dt)
|
local dx, dy = self:getFuturePosition(dt)
|
||||||
local newx, newy, cols, colNumber = self:move(self.x + self.xsp * dt, self.y + self.ysp * dt)
|
local newx, newy, cols, colNumber = self:move(dx, dy)
|
||||||
|
|
||||||
-- apply after the movement the friction, until the player stop
|
-- apply after the movement the friction, until the player stop
|
||||||
-- note: the friction is applied according to the delta time,
|
-- note: the friction is applied according to the delta time,
|
||||||
|
@ -62,32 +62,9 @@ function Actor2D:autoMove(dt)
|
||||||
self:applyFriction(dt)
|
self:applyFriction(dt)
|
||||||
end
|
end
|
||||||
|
|
||||||
function Actor2D:getFuturePosition(dt)
|
function Actor2D:changeSpeedToCollisionNormal(normal)
|
||||||
local dx, dy
|
|
||||||
dx = self.x + self.xsp * dt
|
|
||||||
dy = self.y + self.ysp * dt
|
|
||||||
end
|
|
||||||
|
|
||||||
function Actor2D:applyFriction(dt)
|
|
||||||
self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
|
|
||||||
self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
|
|
||||||
end
|
|
||||||
|
|
||||||
function Actor2D:solveAllCollisions(cols)
|
|
||||||
for i, col in ipairs(cols) do
|
|
||||||
self:collisionResponse(col)
|
|
||||||
if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
|
|
||||||
self:changeSpeedToCollisionNormal(col.normal.x, col.normal.y)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function Actor2D:collisionResponse(collision)
|
|
||||||
-- here come the response to the collision
|
|
||||||
end
|
|
||||||
|
|
||||||
function Actor2D:changeSpeedToCollisionNormal(nx, ny)
|
|
||||||
local xsp, ysp = self.xsp, self.ysp
|
local xsp, ysp = self.xsp, self.ysp
|
||||||
|
local nx, ny = normal.x, normal.y
|
||||||
|
|
||||||
if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then
|
if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then
|
||||||
xsp = -xsp * self.bounceFactor
|
xsp = -xsp * self.bounceFactor
|
||||||
|
|
|
@ -117,8 +117,36 @@ function BaseActor:setFilter()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function BaseActor:initGravity( )
|
function BaseActor:getFuturePosition(dt)
|
||||||
-- Empty placeholder function
|
local dx, dy
|
||||||
|
dx = self.x + self.xsp * dt
|
||||||
|
dy = self.y + self.ysp * dt
|
||||||
|
dz = self.z + self.zsp * dt
|
||||||
|
|
||||||
|
return dx, dy, dz
|
||||||
|
end
|
||||||
|
|
||||||
|
function BaseActor:applyFriction(dt)
|
||||||
|
self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
|
||||||
|
self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
|
||||||
|
self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
|
||||||
|
end
|
||||||
|
|
||||||
|
function BaseActor:solveAllCollisions(cols)
|
||||||
|
for i, col in ipairs(cols) do
|
||||||
|
self:collisionResponse(col)
|
||||||
|
if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
|
||||||
|
self:changeSpeedToCollisionNormal(col.normal)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function BaseActor:collisionResponse(collision)
|
||||||
|
-- here come the response to the collision
|
||||||
|
end
|
||||||
|
|
||||||
|
function BaseActor:changeSpeedToCollisionNormal(normal)
|
||||||
|
-- Empty function in baseactor
|
||||||
end
|
end
|
||||||
|
|
||||||
-- COORDINATE/MOVEMENT FUNCTIONS
|
-- COORDINATE/MOVEMENT FUNCTIONS
|
||||||
|
|
Loading…
Reference in a new issue