75 lines
2.4 KiB
Lua
75 lines
2.4 KiB
Lua
-- world2D.lua :: a basic 2D world based on bump2D.
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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 cwd = (...):gsub('%.world2D$', '') .. "."
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local BaseWorld = require(cwd .. "baseworld")
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local World2D = BaseWorld:extend()
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local Sti = require(cwd .. "libs.sti")
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local Bump = require(cwd .. "libs.bump")
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local CameraSystem = require(cwd .. "camera")
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function World2D:new(scene, actorlist, mapfile)
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World2D.super.new(self, scene, actorlist, mapfile)
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end
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-- ACTORS FUNCTIONS
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-- Wrappers around Bump2D functions
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function World2D:initActors()
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self.currentCreationID = 0
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self.actors = Bump.newWorld(50)
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end
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function World2D:registerActor(actor)
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actor.creationID = self.currentCreationID
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self.currentCreationID = self.currentCreationID + 1
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return self.actors:add(actor, actor.x, actor.y, actor.w, actor.h)
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end
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function World2D:removeActor(actor)
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return self.actors:remove(actor)
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end
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function World2D:moveActor(actor, x, y, filter)
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return self.actors:move(actor, x, y, filter)
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end
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function World2D:checkCollision(actor, x, y, filter)
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return self.actors:check(actor, x, y, filter)
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end
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function World2D:queryRect(x, y, w, h)
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return self.actors:queryRect(x, y, w, h)
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end
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function World2D:countActors()
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return self.actors:countItems()
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end
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function World2D:getActors()
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return self.actors:getItems()
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end
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return World2D
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