epervier-old/framework/modules/world/actors/mixins/base.lua

114 lines
2.7 KiB
Lua

-- BaseActor.lua :: the global implementation of an actor. Basically, it abstract
-- everything that isn't only 2D or 3D related to the actor system.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local BaseActor = Object:extend()
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function BaseActor:init(world, type)
self.type = type or ""
self.depth = 0
self.updateFunctions = {}
self:setManagers(world)
self:setDebugColor(1, 1, 1)
self:register()
self.useTileCollision = true
end
function BaseActor:setProperties(properties)
-- Do something here
end
function BaseActor:addUpdateFunction(func)
table.insert(self.updateFunctions, func)
end
function BaseActor:applyUpdateFunctions(dt)
for key, func in ipairs(self.updateFunctions) do
func(self, dt)
end
end
function BaseActor:setManagers(world)
self.world = world
self.scene = world.scene
self.obj = world.obj
self.assets = self.scene.assets
end
function BaseActor:setDebugColor(r,g,b)
self.debug = {}
self.debug.r = r
self.debug.g = g
self.debug.b = b
end
function BaseActor:register()
self.world:registerActor(self)
self.isDestroyed = false
end
function BaseActor:destroy()
self.world:removeActor(self)
self.isDestroyed = true
end
-- UPDATE FUNCTIONS
-- Theses functions are activated every steps
function BaseActor:updateStart(dt)
end
function BaseActor:update(dt)
self:updateStart(dt)
self:applyUpdateFunctions(dt)
self:updateEnd(dt)
end
function BaseActor:updateEnd(dt)
end
-- DRAW FUNCTIONS
-- Draw the actors.
function BaseActor:drawStart()
end
function BaseActor:draw()
self:drawStart()
self:drawEnd()
end
function BaseActor:drawEnd()
end
return BaseActor