2019-07-26 16:46:43 +02:00
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-- actor2D.lua :: the implementation of a 2D actor. It contain every element
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-- needed to create your own 2D actors.
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2019-04-01 08:25:51 +02:00
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2019-07-26 16:46:43 +02:00
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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('%.actor2D$', '') .. "."
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local BaseActor = require(cwd .. "baseactor")
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local Actor2D = BaseActor:extend()
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local Hitbox = require(cwd .. "utils.hitbox2D")
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function Actor2D:new(world, type, x, y, w, h, isSolid)
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Actor2D.super.new(self, world, type, x, y, 0, w, h, 0, isSolid)
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self:initHitboxes()
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end
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function Actor2D:destroy()
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self.world:removeActor(self)
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self.mainHitbox:destroy()
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self.isDestroyed = true
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end
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-- PHYSICS FUNCTIONS
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-- Handle movement and collisions.
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function Actor2D:autoMove(dt)
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self:updateHitboxes()
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self.onGround = false
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self:applyGravity(dt)
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local dx, dy = self:getFuturePosition(dt)
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local newx, newy, cols, colNumber = self:move(dx, dy)
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-- apply after the movement the friction, until the player stop
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-- note: the friction is applied according to the delta time,
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-- thus the friction should be how much speed is substracted in 1 second
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self:solveAllCollisions(cols)
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self:applyFriction(dt)
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end
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function Actor2D:changeSpeedToCollisionNormal(normal)
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local xsp, ysp = self.xsp, self.ysp
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local nx, ny = normal.x, normal.y
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if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then
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xsp = -xsp * self.bounceFactor
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end
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if (ny < 0 and ysp > 0) or (ny > 0 and ysp < 0) then
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ysp = -ysp * self.bounceFactor
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end
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self.xsp, self.ysp = xsp, ysp
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end
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function Actor2D:move(dx, dy)
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local cols, colNumber = {}, 0
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if (self.isDestroyed == false) then
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self.x, self.y, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, self.filter)
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self.mainHitbox:updatePosition()
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end
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return self.x, self.y, cols, colNumber
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end
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function Actor2D:checkCollision(dx, dy)
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local x, y, cols, colNumber = dx, dy, {}, 0
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if (self.isDestroyed == false) then
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x, y, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, self.filter)
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end
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return self.x, self.y, cols, colNumber
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end
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-- GRAVITY SYSTEM FUNCTIONS
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-- All functions related to gravity
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function Actor2D:applyGravity(dt)
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self.ysp = self.ysp + self.grav * dt
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if utils.math.sign(self.ysp) == utils.math.sign(self.grav) then
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self:checkGround( )
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end
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end
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function Actor2D:checkGround()
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local dx, dy = self.x, self.y + utils.math.sign(self.grav)
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local newx, newy, cols, colNumber = self:checkCollision(dx, dy)
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for i, col in ipairs(cols) do
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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if not (self.grav == 0) then
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if col.normal.y ~= utils.math.sign(self.grav) then self.onGround = true end
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end
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end
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end
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end
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-- COORDINATE/MOVEMENT FUNCTIONS
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-- Handle coordinate
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function Actor2D:getViewCenter()
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local x, y = self:getCenter()
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return x, y
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end
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-- HITBOXES FUNCTIONS
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-- Functions related to actor hitboxes
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function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
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local sx, sy = self:getSpriteScalling()
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local type = framedata[1]
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local ox = framedata[2]
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local oy = framedata[3]
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local w = framedata[4]
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local h = framedata[5]
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local isSolid = framedata[6] or false
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local anim = animationID or "null"
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local frame = frameID or 0
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local id = hitboxID or 0
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if (sx < 0) then
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ox = self.w - ox - w
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end
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if (sy < 0) then
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oy = self.h - oy - h
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end
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if (type == "main") then
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self.mainHitbox:modify(ox, oy, w, h)
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else
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, ox, oy, w, h, isSolid)
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return hitboxName
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end
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end
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function Actor2D:initMainHitbox()
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self.mainHitbox = Hitbox(self, self.type, 0, 0, self.w, self.h, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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end
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function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
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if (self.hitboxes[name] ~= nil) then
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core.debug:warning("actor2D", "the hitbox " .. name .. " already exists")
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else
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local hitbox = Hitbox(self, type, ox, oy, w, h, isSolid)
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self.hitboxes[name] = hitbox
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return hitbox
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end
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end
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function Actor2D:checkHitboxCollisions(name, filter)
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self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter)
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2019-04-01 08:25:51 +02:00
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end
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2019-07-26 16:46:43 +02:00
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function Actor2D:checkHitboxCollisionsAtPoint(name, dx, dy, filter)
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local x, y, cols, colNumber = dx, dy, {}, 0
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local filter = filter or self.filter
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if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
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x, y, cols, colNumber = self.hitboxes[name]:checkCollision(dx, dy, filter)
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local type = self.hitboxes[name].type
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for i, col in ipairs(cols) do
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self:hitboxResponse(name, type, col)
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end
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end
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return x, y, cols, colNumber
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2019-04-01 08:25:51 +02:00
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end
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2019-07-26 16:46:43 +02:00
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-- DRAW FUNCTIONS
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-- Draw the actors.
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function Actor2D:getShape()
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return (self.x), (self.y), self.w, (self.h)
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2019-04-01 08:25:51 +02:00
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end
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function Actor2D:draw()
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2019-07-26 16:46:43 +02:00
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self:drawStart()
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local x, y = math.floor(self.x), math.floor(self.y)
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self:drawSprite(x, y)
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self:drawEnd()
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2019-04-01 08:25:51 +02:00
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end
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return Actor2D
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