264 lines
6.5 KiB
Lua
264 lines
6.5 KiB
Lua
PhysicalActor = Object:extend()
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-- PHYSICS FUNCTIONS
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-- Raw implementation of everything common in physics
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function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
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self:setCoordinate(x, y, z)
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self.isSolid = isSolid or false
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self.w = w or 0
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self.h = h or 0
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self.d = d or 0
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self.xsp = 0
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self.ysp = 0
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self.zsp = 0
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self.xfrc = 0
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self.yfrc = 0
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self.zfrc = 0
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self:initGravity()
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self:initHitboxes(hitboxObj)
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self:setBounceFactor()
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self:setFilter()
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self:addUpdateFunction(self.autoMove)
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end
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function PhysicalActor:setCoordinate(x, y, z, w, h, d)
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self.x = x or self.x
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self.y = y or self.y
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self.z = z or self.z
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end
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function PhysicalActor:setBounceFactor(newBounceFactor)
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self.bounceFactor = newBounceFactor or 0
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end
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function PhysicalActor:setFilter()
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-- Init the bump filter
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self.filter = function(item, other)
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if (other.owner == self) then
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-- ignore every collision with our own hitboxes
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return nil
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elseif (other.isSolid) then
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return "slide"
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else
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return "cross"
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end
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end
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end
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function PhysicalActor:getFuturePosition(dt)
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local dx, dy, dz
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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 PhysicalActor: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 PhysicalActor: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 PhysicalActor:collisionResponse(collision)
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-- here come the response to the collision
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end
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function PhysicalActor:changeSpeedToCollisionNormal(normal)
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-- Empty function in PhysicalActor
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end
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-- COORDINATE/MOVEMENT FUNCTIONS
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-- Handle coordinate
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-- Will be replaced by functions inside Actors or Rects/Point
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function PhysicalActor:getCenter()
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return (self.x + (self.w / 2)), (self.y + (self.h / 2)), (self.z + (self.d / 2))
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end
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function PhysicalActor:getViewCenter()
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return self:getCenter()
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end
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-- GRAVITY SYSTEM FUNCTIONS
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-- All functions related to gravity
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function PhysicalActor:initGravity()
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if (self.world.gravity.isDefault) then
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self.grav = self.world.gravity.grav
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else
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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 PhysicalActor: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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self.grav = grav or self.world.gravity.grav
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end
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function PhysicalActor:applyGravity(dt)
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-- Empty function in PhysicalActor
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end
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function PhysicalActor:checkGround()
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-- Empty function in PhysicalActor
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end
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function PhysicalActor:autoMove(dt)
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-- The base actor don't have coordinate
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-- so the autoMove is only usefull to its
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-- 2D and 3D childrens
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end
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-- HITBOX FUNCTIONS
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-- All functions to handle hitboxes
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function PhysicalActor:initHitboxes(hitboxObj)
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self.Hitbox = hitboxObj
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self:initMainHitbox()
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self.hitboxes = {}
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self.hitboxListFile = ""
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self.hitboxList = nil
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end
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function PhysicalActor:initMainHitbox()
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-- Empty function : don't load ANY real hitbox function into PhysicalActor
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end
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function PhysicalActor:setHitboxFile(file)
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self.hitboxList = require(file)
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self.hitboxListFile = file
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end
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function PhysicalActor:getAutomaticHitboxLoading()
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return (self.hitboxList ~= nil)
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end
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function PhysicalActor:getHitboxFile()
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return self.hitboxListFile
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end
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function PhysicalActor:getHitboxList(animation, frame)
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if (animation == nil) or (self.hitboxList == nil) then
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return self.hitboxList
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else
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local list = self.hitboxList[animation]
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if (frame == nil) or (list == nil) then
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return list
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else
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return list[frame]
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end
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end
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end
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function PhysicalActor:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
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local sx, sy = self.sprite:getScalling()
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local type = framedata[1]
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local box = framedata[2]
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local isSolid = framedata[3] or false
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local anim = animationID or "null"
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local frame = frameID or 0
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local id = hitboxID or 0
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if (type == "main") then
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self.mainHitbox:setFromData(box, sx, sy)
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else
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, box, sx, sy, isSolid)
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return hitboxName
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end
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end
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function PhysicalActor:initMainHitbox()
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self.mainHitbox = self.Hitbox(self, self.type, self:packForHitbox(), 0, 0, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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end
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function PhysicalActor:addHitbox(name, type, data, sx, sy, isSolid)
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if (self.hitboxes[name] ~= nil) then
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core.debug:logWarn("PhysicalActor", "the hitbox " .. name .. " already exists")
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else
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local hitbox = self.Hitbox(self, type, data, sx, sy, isSolid)
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self.hitboxes[name] = hitbox
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return hitbox
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end
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end
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function PhysicalActor:updateHitboxes()
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if (self.hitboxList ~= nil) then
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self:purgeHitbox()
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local animation, frame
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animation = self.sprite:getCurrentAnimation()
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frame = self.sprite:getRelativeFrame()
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local hitboxList = self:getHitboxList(animation, frame)
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if (hitboxList ~= nil) then
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for i, v in ipairs(hitboxList) do
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self:addHitboxFromFrameData(v, animation, frame, i)
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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 PhysicalActor:checkHitboxesCollisions(filter)
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for k, v in pairs(self.hitboxes) do
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self:checkHitboxCollisions(k, filter)
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end
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end
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function PhysicalActor:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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end
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function PhysicalActor:removeHitbox(name)
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if (self.hitboxes[name] ~= nil) then
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self.hitboxes[name]:destroy()
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self.hitboxes[name] = nil
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end
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end
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function PhysicalActor:purgeHitbox()
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for k, v in pairs(self.hitboxes) do
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v:destroy()
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end
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self.hitboxes = {}
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end
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function PhysicalActor:drawHitboxes()
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for k, v in pairs(self.hitboxes) do
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v:draw()
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end
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self:drawMainHitbox()
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end
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function PhysicalActor:drawMainHitbox()
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if (self.mainHitbox ~= nil) then
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self.mainHitbox:draw()
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end
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end
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return PhysicalActor
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