123 lines
3.3 KiB
Lua
123 lines
3.3 KiB
Lua
-- hitbox2D.lua :: a basic 2D hitbox object. It's used by the actors to check
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-- collisions and to handle different type of responses.
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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 Hitbox2D = Object:extend()
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function Hitbox2D:new(owner, type, ox, oy, w, h, isSolid)
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self.owner = owner
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self.world = owner.world
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self.type = type
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self.ox = ox
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self.oy = oy
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self.x, self.y = self:getPosition()
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self.w = w
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self.h = h
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self.isSolid = isSolid
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self.isMainHitBox = false
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self:setDebugColor(0,0,0)
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self:register()
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end
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function Hitbox2D:advertiseAsMainHitbox()
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self.isMainHitBox = true
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end
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function Hitbox2D:modify(ox, oy, w, h)
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self.ox = ox
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self.oy = oy
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self.x, self.y = self:getPosition()
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self.w = w
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self.h = h
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end
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function Hitbox2D:setDebugColor(r,g,b)
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self.debug = {}
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self.debug.r = r
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self.debug.g = g
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self.debug.b = b
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end
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function Hitbox2D:register()
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self.world:registerBody(self)
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end
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function Hitbox2D:destroy()
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self.world:removeBody(self)
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end
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-- COORDINATE FUNCTIONS
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-- Handle Hitbox position
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function Hitbox2D:updatePosition()
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self.x, self.y = self:getPosition()
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self.world:updateBody(self)
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return self.x, self.y
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end
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function Hitbox2D:getPosition()
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return self.ox + self.owner.x, self.oy + self.owner.y
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end
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function Hitbox2D:getOwnerPosition()
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return self.x - self.ox, self.y - self.oy
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end
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function Hitbox2D:getNewOwnerPosition(x, y)
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return x - self.ox, y - self.oy
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end
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function Hitbox2D:getCenter()
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return self.x + (self.w/2), self.y + (self.h/2)
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end
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-- COLLISION FUNCTIONS
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-- Handle Hitbox position
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function Hitbox2D:checkCollision(dx, dy, filter)
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self:updatePosition()
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local dx, dy = self.ox + dx, self.oy + dy
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local x, y, cols, colNumber = self.world:checkCollision(self, dx, dy, filter)
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local newx, newy = self:getNewOwnerPosition(x, y)
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return newx, newy, cols, colNumber
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end
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-- DRAW FUNCTIONS
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-- Just some debug function to draw hitbox
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function Hitbox2D:draw()
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local x, y = self:getPosition()
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love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1)
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utils.graphics.box(x, y, self.w, self.h)
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utils.graphics.resetColor()
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end
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return Hitbox2D
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