project-witchy/imperium-porcorum.love/core/modules/world/actors/actor2D.lua

203 lines
5.6 KiB
Lua

-- 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