sonic-bluestreak/sonic-boost.love/scenes/subgame/sonic-boost/actors/parent.lua

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local folder = "scenes.subgame.sonic-boost.actors."
local ParentEntity = Object:extend() -- On créer la classe des entitées, c'est la classe de base
local Timer = require(folder .. "utils.timers")
function ParentEntity:new(world, type, x, y, z, w, h, d) -- On enregistre une nouvelle entité, avec par défaut sa hitbox.
self:setHitbox(x, y, z, w, h, d)
self:register(world)
--self:initPhysics()
--self:resetTimers()
self:setDebugColor(0,0,0)
self.destroyed = false
self.invisible = false
self.appearence = "none"
self.type = type
self:setSprite("", 0, 0, false)
self:setFilter()
self.depth = 0
self.id = self.world.creationID
self.world.creationID = self.world.creationID + 1
self:resetTimers()
end
function ParentEntity:setHitbox(x, y, z, w, h, d)
self.x = x
self.y = y
self.z = z
self.w = w
self.h = h
self.d = d
end
function ParentEntity:setSprite(name, ox, oy, active)
self.sprite = {}
self.sprite.name = name
self.sprite.ox = ox
self.sprite.oy = oy
self.sprite.active = active or false
end
function ParentEntity:update(dt)
self:updateTimers(dt)
end
function ParentEntity:register(world)
-- On enregistre la hitbox dans le monde, pour l'instant les deux parties du programmes
-- sont séparé (génération et enregistrement, peut-être qu'elles seront fusionnées)
self.world = world
self.controller = world.controller
self.assets = self.controller.assets
self.world:register(self)
end
function ParentEntity:destroy()
if self.destroyed == false then
self.world:remove(self)
self.destroyed = true
end
end
function ParentEntity:move()
local x, y, z, cols, coll_number = self.x, self.y, self.z, {}, 0
if self.destroyed == false then
x, y, z, cols, coll_number = self.world:move(
self,
self.x,
self.y,
self.z,
self.filter
)
end
return x, y, z, cols, coll_number
end
function ParentEntity:drawDebug()
if self.invisible == true then
return 0
end
self:draw()
end
--------------------------- DEBUG FUNCTIONS ------------------------------------
function ParentEntity:setDebugColor(r,g,b)
self.debugColor = {}
self.debugColor.r = r
self.debugColor.g = g
self.debugColor.b = b
end
---------- COLLISION ----------
function ParentEntity:setFilter()
self.filter = function(item, other)
return nil
end
end
function ParentEntity:set2DFilter()
self.filter2D = function(item, other)
return "cross"
end
end
function ParentEntity:pickedUp()
self:destroy()
end
--------------------------- COORDINATE FUNCTIONS ------------------------------------
function ParentEntity:getCenter()
local x, y, z
x = math.floor(self.x + self.w / 2)
y = math.floor(self.y + self.h / 2)
z = math.floor(self.z + self.d / 2)
return x, y, z
end
function ParentEntity:getOrigin()
local x, y, z
y = math.floor(self.y + self.h / 2)
x = math.floor(self.x + self.w / 2) + math.floor(y / 2)
z = math.floor(self.z)
return x, y, z
end
function ParentEntity:getSpritePosition()
local x, y, z = self:getOrigin()
y = y - z
return x, y, z
end
--------------------------- DRAW FUNCTIONS ------------------------------------
function ParentEntity:draw()
self:drawSprite()
end
function ParentEntity:drawEcho()
self:drawSprite(self.world.width, 0)
end
function ParentEntity:drawSprite(tx, ty)
utils.draw.resetColor()
local x, y, z = self:getSpritePosition()
local tx = tx or 0
local ty = ty or 0
if (self.sprite.active) then
self.assets.sprites[self.sprite.name]:drawAnimation(x + tx, y + ty, 0, 1, 1, self.sprite.ox, self.sprite.oy)
end
end
function ParentEntity:drawShadow(tx, ty)
local x, y, z = self:getOrigin()
love.graphics.setColor(0, 0, 1, 1)
local tx = tx or 0
local ty = ty or 0
x = math.floor(x + tx)
y = math.floor(y + ty)
self.assets:drawImage("shadow", x, y, 0, 1, 1, 12, 3)
end
function ParentEntity:drawShadowEcho()
self:drawShadow(self.world.width, 0)
end
function ParentEntity:drawHitBox()
x, y, z = self:getOrigin()
local r, g, b, a = self.debugColor.r, self.debugColor.g, self.debugColor.b, self.debugColor.a
--utils.draw.box(self.x, self.y + self.z + self.h, self.w, self.d, self.h, r, g, b, a)
--utils.draw.box(x - (self.w/2), y - (self.w/2) - self.z, self.w, self.h, r, g, b, a)
--utils.draw.box(x - (self.w/2), y - (self.w/2) - self.z, self.w, self.d, r, g, b, a)
--utils.draw.box(x - (self.w/2), y + (self.w/2) - self.z - self.d, self.w, self.d, r, g, b, a)
--utils.draw.box(x - (self.w/2), y - (self.w/2) - self.z - self.d, self.w, self.h, r, g, b, a)
--utils.draw.box(x - (self.w/2), y + (self.w/2) - self.z - self.d, self.w, self.d, r, g, b, a)
utils.draw.box(x - (self.w/2), y - (self.h/2), self.w, self.h, r/5, g/5, b/5, 1)
utils.draw.box(x - (self.w/2), y - z - self.d, self.w, self.d, r, g, b, 1)
end
----------- TIMER RELATED FUNCTIONS ----------
function ParentEntity:resetTimers()
self.timers = {}
end
function ParentEntity:addTimer(name, t)
self.timers[name] = Timer(self, name, t)
return name
end
function ParentEntity:updateTimers(dt)
for i, v in pairs(self.timers) do
v:update(dt)
end
end
function ParentEntity:endedTimer(name)
if name == "destroy" then
self:destroy()
end
end
return ParentEntity