-- actor2D.lua :: the implementation of a 2D actor. It contain every element -- needed to create your own 2D actors. --[[ 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 cwd = (...):gsub('%.actor2D$', '') .. "." local BaseActor = require(cwd .. "baseactor") local Actor2D = BaseActor:extend() -- INIT FUNCTIONS -- Initialise the actor and its base functions function Actor2D:new(world, type, x, y, w, h, isSolid) self:initHitbox(x, y, w, h) Actor2D.super.new(self, world, type, isSolid) end -- MOVEMENT FUNCTIONS -- Basic functions from the movement. function Actor2D:initMovement() self.xsp = 0 self.ysp = 0 self.xfrc = 0 self.yfrc = 0 end function Actor2D:autoMove(dt) self.onGround = false self:applyGravity(dt) local newx, newy, cols, colNumber = self:move(self.x + self.xsp * dt, self.y + self.ysp * dt) -- apply after the movement the friction, until the player stop -- note: the friction is applied according to the delta time, -- thus the friction should be how much speed is substracted in 1 second self:solveAllCollisions(cols) self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt) self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt) end function Actor2D:solveAllCollisions(cols) for i, col in ipairs(cols) do self:collisionResponse(col) if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then self:changeSpeedToCollisionNormal(col.normal.x, col.normal.y) end end end function Actor2D:collisionResponse(collision) -- here come the response to the collision end function Actor2D:changeSpeedToCollisionNormal(nx, ny) local xsp, ysp = self.xsp, self.ysp if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then xsp = -xsp * self.bounceFactor end if (ny < 0 and ysp > 0) or (ny > 0 and ysp < 0) then ysp = -ysp * self.bounceFactor end self.xsp, self.ysp = xsp, ysp end function Actor2D:checkGroundX() local dx, dy = self.x + utils.math.sign(self.xgrav), self.y local newx, newy, cols, colNumber = self:checkCollision(dx, dy) for i, col in ipairs(cols) do if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then if not (self.ygrav == 0) then if col.normal.x ~= utils.math.sign(self.xgrav) then self.onGround = true end end end end end function Actor2D:checkGroundY() local dx, dy = self.x, self.y + utils.math.sign(self.ygrav) local newx, newy, cols, colNumber = self:checkCollision(dx, dy) for i, col in ipairs(cols) do if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then if not (self.ygrav == 0) then if col.normal.y ~= utils.math.sign(self.ygrav) then self.onGround = true end end end end end function Actor2D:move(dx, dy) local cols, colNumber = {}, 0 if (self.isDestroyed == false) then self.x, self.y, cols, colNumber = self.world:moveActor(self, dx, dy, self.filter) end return self.x, self.y, cols, colNumber end function Actor2D:checkCollision(dx, dy) local x, y, cols, colNumber = dx, dy, {}, 0 if (self.isDestroyed == false) then x, y, cols, colNumber = self.world:moveActor(self, dx, dy, self.filter) end return self.x, self.y, cols, colNumber end function Actor2D:initGravity() local xgrav, ygrav if (self.world.gravity.isDefault) then self.xgrav = self.world.gravity.xgrav self.ygrav = self.world.gravity.ygrav else self.xgrav = 0 self.ygrav = 0 end self.onGround = false end function Actor2D:setXGravity(grav) self.xgrav = grav end function Actor2D:setYGravity(grav) self.ygrav = grav end function Actor2D:applyGravity(dt) self.xsp = self.xsp + self.xgrav * dt self.ysp = self.ysp + self.ygrav * dt if utils.math.sign(self.ysp) == utils.math.sign(self.ygrav) then self:checkGroundY( ) end if utils.math.sign(self.xsp) == utils.math.sign(self.xgrav) then self:checkGroundX( ) end end -- COORDINATE FUNCTIONS -- Functions related to coordinate and hitbox function Actor2D:initHitbox(x, y, w, h) self.x = x or 0 self.y = y or 0 self.w = w or 0 self.h = h or 0 end function Actor2D:getCenter() return (self.x + (self.w / 2)), (self.y + (self.h / 2)) end function Actor2D:getViewCenter() return self:getCenter() end function Actor2D:drawHitbox() local x, y = math.floor(self.x), math.floor(self.y) love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1) utils.graphics.box(x, y, self.w, self.h) end -- DRAW FUNCTIONS -- Draw the actors. function Actor2D:draw() self:drawStart() local x, y = math.floor(self.x), math.floor(self.y) self:drawSprite(x, y) self:drawEnd() end return Actor2D