87 lines
1.7 KiB
Lua
87 lines
1.7 KiB
Lua
local BaseWorld = Object:extend()
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-- INIT FUNCTIONS
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-- All functions to init the world and the map
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function BaseWorld:new(scene, actorlist)
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self.scene = scene
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self:setActorList(actorlist)
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self.actors = {}
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end
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function BaseWorld:setActorList(actorlist)
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if actorlist == nil then
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error("FATAL: You must set an actorlist to your world")
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else
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self.obj = require(actorlist)
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end
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end
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-- ACTOR MANAGEMENT FUNCTIONS
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-- Basic function to handle actors
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function BaseWorld:newActor(name, x, y)
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self.obj.index[name](self, x, y)
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end
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function BaseWorld:registerActor(actor)
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table.insert(self.actors, actor)
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end
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function BaseWorld:removeActor(actor)
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for i,v in ipairs(self.actors) do
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if v == actor then
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table.remove(self.actors, i)
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end
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end
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end
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function BaseWorld:moveActor(actor, x, y, filter)
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self.actors[actor].x = x
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self.actors[actor].y = y
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-- as the baseworld have no collision function, we return empty collision
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-- datas, but from the same type than bump2D will return
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return x, y, {}, 0
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end
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function BaseWorld:queryRect(x, y, w, h)
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local query = {}
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local x2, y2 = x + w, y + h
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for i,v in ipairs(self.actors) do
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if (v.x >= x) and (v.x + v.w >= x1) and
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(v.y >= y) and (v.y + v.h >= y1) then
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table.insert(query, v)
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end
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end
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return v
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end
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function BaseWorld:countActors()
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return #self.actors
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end
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function BaseWorld:getActors()
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return self.actors
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end
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-- UPDATE FUNCTIONS
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-- All update functions
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function BaseWorld:update(dt)
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for i,v in ipairs(self.actors) do
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v:update(dt)
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end
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end
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-- DRAW FUNCTIONS
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-- All function to draw the map, world and actors
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function BaseWorld:draw(dt)
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for i,v in ipairs(self.actors) do
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v:draw(dt)
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end
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end
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return BaseWorld
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