sonic-radiance/sonic-radiance.love/scenes/overworld/actors/parent.lua

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local Base = require "core.modules.world.actors.actor2D"
local Parent = Base:extend()
function Parent:new(world, type, x, y, w, h, isSolid)
self.scene = world.scene
Parent.super.new(self, world, type, x, y, w, h, isSolid)
self:initCharset()
self.drawDebugBox = false
end
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function Parent:update(dt)
self.depth = -self.y
Parent.super.update(self, dt)
self.depth = -self.y
end
function Parent:isMoving()
return ((math.abs(self.ysp) > 0.01) or (math.abs(self.xsp) > 0.01))
end
-- Charset / Draw functions
-- Handle the charset of an object
function Parent:initCharset()
self.charsetManager = self.world.scene.charsetManager
self.charset = nil
self.charDir = "down"
self.cantWalk = false
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self.cantTurn = false
self.isTurning = false
self.isFast = false
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self.largeAnim = false
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self.alwaysWalk = false
end
function Parent:setCharset(charset, charId, cantWalk)
self.charset = charset
self.charId = charId
self.cantWalk = (cantWalk == true)
end
function Parent:drawCharset(charset, charId)
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local x, y = utils.math.floorCoord(self.x, self.y)
y = y - 2
local z = math.floor(self.z)
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love.graphics.setColor(1,1,1,0.5)
self.assets.images["shadow"]:draw(x + 1, y + 11)
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utils.graphics.resetColor()
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if (self.largeAnim) then
self.charsetManager:drawLargeAnim(self.charset, self.charId, self.charDir, x, y - z, self.isFast)
else
if (not self.isTurning) then
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if ((self:isMoving() and (not self.cantWalk)) or self.alwaysWalk) then
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self.charsetManager:drawMoving(self.charset, self.charId, self.charDir, x, y - z, self.isFast)
else
self.charsetManager:drawStanding(self.charset, self.charId, self.charDir, x, y - z)
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end
else
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self.charsetManager:drawTurning(self.charset, self.charId, x, y - z, self.isFast)
end
end
end
function Parent:draw()
if (self.charset ~= nil) then
self:drawCharset()
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else
if (self.drawDebugBox) then
love.graphics.rectangle("line", math.floor(self.x), math.floor(self.y), self.w, self.h)
end
end
end
return Parent