97 lines
No EOL
3.2 KiB
Lua
97 lines
No EOL
3.2 KiB
Lua
-- ShapedActor.lua :: Handle the shape of a 2.5D actor.
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-- It handle terrain box, and shadows
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local ShapedActor = Object:extend()
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function ShapedActor:initShape(boxObj, doCastShadows)
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self.world:registerShape(self)
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self.boxes = boxObj
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self.doCastShadows = doCastShadows
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end
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function ShapedActor:destroyShape()
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self:removeOldShadowTargets()
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if self.box ~= nil then
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self.world:removeTerrain(self)
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end
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self.world:removeShape(self)
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end
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-- SHADOW FUNCTIONS
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-- Handle everything related to shadow
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function ShapedActor:castShadow()
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local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
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-- initialize the shadowTargetsPrevious variable if it doesn't exist
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if (self.shadowTargetsPrevious == nil) then
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self.shadowTargetsPrevious = {}
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end
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for i, target in ipairs(shadowTargets) do
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-- We test if the actor is below the current actor
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if (target ~= self) and (target.box ~= nil) then
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if (target.z + target.d <= self.z + self.d) then
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-- Remove the target of the list of item targeted last update,
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-- in order to only have object no longer shadowed after the
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-- end of the loop
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for j, oldtarget in ipairs(self.shadowTargetsPrevious) do
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if (target == oldtarget) then
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table.remove(self.shadowTargetsPrevious, j)
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end
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end
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-- We update the shadow source
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local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y)
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target.box:setShadowSource(self, x, y)
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end
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end
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end
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-- At this point, if a target is still in the shadowTargetsPrevious list,
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-- it mean that it's not shadowed. So we can simply remove the shadow.
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self:removeOldShadowTargets()
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self.shadowTargetsPrevious = shadowTargets
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end
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function ShapedActor:removeOldShadowTargets()
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if (self.shadowTargetsPrevious ~= nil) then
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for i, target in ipairs(self.shadowTargetsPrevious) do
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if (target.box ~= nil) then
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target.box:removeShadowSource(self)
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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 ShapedActor:redrawShadowCanvas()
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if (self.box ~= nil) then
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self.box:redrawShadowCanvas()
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end
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end
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return ShapedActor |