fix(actor2D): simplify gravity system by not handling x by default
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4 changed files with 26 additions and 42 deletions
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@ -29,10 +29,17 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- **world2D:** Make the hitbox an object, owned by the actor
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- **actor:** Rename all function related to YGravity to just \*Gravity
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### Fixed
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- **world:** Remove a forgotten camera debug function
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### Removed
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- **actor:** Remove all function related to XGravity
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## 0.5.1 - 2019-06-21
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### Fixed
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@ -5,7 +5,7 @@ function Player:new(world, x, y, id)
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Player.super.new(self, world, "player", x, y, 16, 24, true)
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self:setSprite("player", 8, 12)
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self:cloneSprite()
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self:setYGravity(480)
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self:setGravity(480)
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self.isPunching = false
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self.direction = 1
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@ -98,27 +98,14 @@ function Actor2D:changeSpeedToCollisionNormal(nx, ny)
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self.xsp, self.ysp = xsp, ysp
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end
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function Actor2D:checkGroundX()
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local dx, dy = self.x + utils.math.sign(self.xgrav), self.y
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function Actor2D:checkGround()
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local dx, dy = self.x, self.y + utils.math.sign(self.grav)
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local newx, newy, cols, colNumber = self:checkCollision(dx, dy)
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for i, col in ipairs(cols) do
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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if not (self.ygrav == 0) then
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if col.normal.x ~= utils.math.sign(self.xgrav) then self.onGround = true end
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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:checkGroundY()
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local dx, dy = self.x, self.y + utils.math.sign(self.ygrav)
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local newx, newy, cols, colNumber = self:checkCollision(dx, dy)
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for i, col in ipairs(cols) do
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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if not (self.ygrav == 0) then
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if col.normal.y ~= utils.math.sign(self.ygrav) then self.onGround = true end
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if not (self.grav == 0) then
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if col.normal.y ~= utils.math.sign(self.grav) then self.onGround = true end
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end
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end
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end
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@ -142,37 +129,28 @@ function Actor2D:checkCollision(dx, dy)
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end
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function Actor2D:initGravity()
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local xgrav, ygrav
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if (self.world.gravity.isDefault) then
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self.xgrav = self.world.gravity.xgrav
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self.ygrav = self.world.gravity.ygrav
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self.grav = self.world.gravity.grav
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else
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self.xgrav = 0
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self.ygrav = 0
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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 Actor2D:setXGravity(grav)
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self.xgrav = grav
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end
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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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function Actor2D:setYGravity(grav)
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self.ygrav = grav
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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.xsp = self.xsp + self.xgrav * dt
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self.ysp = self.ysp + self.ygrav * dt
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self.ysp = self.ysp + self.grav * dt
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if utils.math.sign(self.ysp) == utils.math.sign(self.ygrav) then
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self:checkGroundY( )
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end
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if utils.math.sign(self.xsp) == utils.math.sign(self.xgrav) then
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self:checkGroundX( )
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if utils.math.sign(self.ysp) == utils.math.sign(self.grav) then
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self:checkGround( )
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end
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end
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@ -67,13 +67,12 @@ function BaseWorld:initMap(mapfile)
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self.mapfile = mapfile
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end
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function BaseWorld:setGravity(xgrav, ygrav, isDefault)
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local xgrav = xgrav or 0
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local ygrav = ygrav or 0
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local isDefault = isDefault or 0
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function BaseWorld:setGravity(grav, isDefault)
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local grav = grav or 0
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local isDefault = isDefault or false
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self.gravity = {}
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self.gravity.xgrav, self.gravity.ygrav = xgrav, ygrav
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self.gravity.grav = grav
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self.gravity.isDefault = isDefault
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end
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