sonic-radiance/sonic-radiance.love/birb/modules/world/actors/actor2D.lua

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-- actor2D.lua :: the implementation of a 2D actor. It contain every element
-- needed to create your own 2D actors.
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--[[
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()
local Hitbox = require(cwd .. "utils.hitbox2D")
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function Actor2D:new(world, type, x, y, w, h, isSolid)
Actor2D.super.new(self, world, type, x, y, 0, w, h, 0, isSolid)
self:initHitboxes()
end
function Actor2D:destroy()
self.world:removeActor(self)
self.mainHitbox:destroy()
self.isDestroyed = true
end
-- PHYSICS FUNCTIONS
-- Handle movement and collisions.
function Actor2D:autoMove(dt)
self:updateHitboxes()
self.onGround = false
self:applyGravity(dt)
local dx, dy = self:getFuturePosition(dt)
local newx, newy, cols, colNumber = self:move(dx, dy)
-- 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:applyFriction(dt)
end
function Actor2D:changeSpeedToCollisionNormal(normal)
local xsp, ysp = self.xsp, self.ysp
local nx, ny = normal.x, normal.y
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:move(dx, dy)
local cols, colNumber = {}, 0
if (self.isDestroyed == false) then
self.x, self.y, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, self.filter)
self.mainHitbox:updatePosition()
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.mainHitbox:checkCollision(dx, dy, self.filter)
end
return self.x, self.y, cols, colNumber
end
-- GRAVITY SYSTEM FUNCTIONS
-- All functions related to gravity
function Actor2D:applyGravity(dt)
self.ysp = self.ysp + self.grav * dt
if utils.math.sign(self.ysp) == utils.math.sign(self.grav) then
self:checkGround( )
end
end
function Actor2D:checkGround()
local dx, dy = self.x, self.y + utils.math.sign(self.grav)
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.grav == 0) then
if col.normal.y ~= utils.math.sign(self.grav) then self.onGround = true end
end
end
end
end
-- COORDINATE/MOVEMENT FUNCTIONS
-- Handle coordinate
function Actor2D:getViewCenter()
local x, y = self:getCenter()
return x, y
end
-- HITBOXES FUNCTIONS
-- Functions related to actor hitboxes
function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
local sx, sy = self:getSpriteScalling()
local type = framedata[1]
local ox = framedata[2]
local oy = framedata[3]
local w = framedata[4]
local h = framedata[5]
local isSolid = framedata[6] or false
local anim = animationID or "null"
local frame = frameID or 0
local id = hitboxID or 0
if (sx < 0) then
ox = self.w - ox - w
end
if (sy < 0) then
oy = self.h - oy - h
end
if (type == "main") then
self.mainHitbox:modify(ox, oy, w, h)
else
local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, ox, oy, w, h, isSolid)
return hitboxName
end
end
function Actor2D:initMainHitbox()
self.mainHitbox = Hitbox(self, self.type, 0, 0, self.w, self.h, self.isSolid)
self.mainHitbox:advertiseAsMainHitbox()
end
function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
if (self.hitboxes[name] ~= nil) then
core.debug:warning("actor2D", "the hitbox " .. name .. " already exists")
else
local hitbox = Hitbox(self, type, ox, oy, w, h, isSolid)
self.hitboxes[name] = hitbox
return hitbox
end
end
function Actor2D:checkHitboxCollisions(name, filter)
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, filter)
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end
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function Actor2D:checkHitboxCollisionsAtPoint(name, dx, dy, filter)
local x, y, cols, colNumber = dx, dy, {}, 0
local filter = filter or self.filter
if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
x, y, cols, colNumber = self.hitboxes[name]:checkCollision(dx, dy, filter)
local type = self.hitboxes[name].type
for i, col in ipairs(cols) do
self:hitboxResponse(name, type, col)
end
end
return x, y, cols, colNumber
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end
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-- DRAW FUNCTIONS
-- Draw the actors.
function Actor2D:getShape()
return (self.x), (self.y), self.w, (self.h)
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end
function Actor2D:draw()
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self:drawStart()
local x, y = math.floor(self.x), math.floor(self.y)
self:drawSprite(x, y)
self:drawEnd()
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end
return Actor2D