chore: extract shapes from actor3D
This commit is contained in:
parent
0421bd4954
commit
05a8b71180
2 changed files with 102 additions and 66 deletions
|
@ -30,6 +30,7 @@ local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
|
|||
local TimedActor = require("birb.modules.world.actors.mixins.timers")
|
||||
local InputActor = require("birb.modules.world.actors.mixins.inputs")
|
||||
local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
|
||||
local Shape3DActor = require("birb.modules.world.actors.mixins.shapes")
|
||||
|
||||
local Actor3D = Object:extend()
|
||||
Actor3D:implement(BaseActor)
|
||||
|
@ -37,6 +38,7 @@ Actor3D:implement(SpritedActor)
|
|||
Actor3D:implement(TimedActor)
|
||||
Actor3D:implement(InputActor)
|
||||
Actor3D:implement(PhysicalActor)
|
||||
Actor3D:implement(Shape3DActor)
|
||||
|
||||
-- INIT FUNCTIONS
|
||||
-- Initialise the actor and its base functions
|
||||
|
@ -47,20 +49,13 @@ function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
|
|||
self:initTimers()
|
||||
self:initSprite()
|
||||
self:initKeys()
|
||||
|
||||
self.world:registerShape(self)
|
||||
self.boxes = Boxes
|
||||
self.doCastShadows = true
|
||||
self:initShape(Boxes, true)
|
||||
end
|
||||
|
||||
function Actor3D:destroy()
|
||||
self:removeOldShadowTargets()
|
||||
if self.box ~= nil then
|
||||
self.world:removeTerrain(self)
|
||||
end
|
||||
self.world:removeActor(self)
|
||||
self:destroyShape()
|
||||
self.mainHitbox:destroy()
|
||||
self.world:removeShape(self)
|
||||
self.world:removeActor(self)
|
||||
self.isDestroyed = true
|
||||
end
|
||||
|
||||
|
@ -157,62 +152,6 @@ function Actor3D:packForHitbox()
|
|||
return {0, 0, 0, self.w, self.h, self.d}
|
||||
end
|
||||
|
||||
-- SHADOW FUNCTIONS
|
||||
-- Handle everything related to shadow
|
||||
|
||||
function Actor3D:castShadow()
|
||||
local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
|
||||
-- initialize the shadowTargetsPrevious variable if it doesn't exist
|
||||
if (self.shadowTargetsPrevious == nil) then
|
||||
self.shadowTargetsPrevious = {}
|
||||
end
|
||||
|
||||
for i, target in ipairs(shadowTargets) do
|
||||
-- We test if the actor is below the current actor
|
||||
if (target ~= self) and (target.box ~= nil) then
|
||||
|
||||
if (target.z + target.d <= self.z + self.d) then
|
||||
-- Remove the target of the list of item targeted last update,
|
||||
-- in order to only have object no longer shadowed after the
|
||||
-- end of the loop
|
||||
for j, oldtarget in ipairs(self.shadowTargetsPrevious) do
|
||||
if (target == oldtarget) then
|
||||
table.remove(self.shadowTargetsPrevious, j)
|
||||
end
|
||||
end
|
||||
|
||||
-- We update the shadow source
|
||||
local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y)
|
||||
target.box:setShadowSource(self, x, y)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- At this point, if a target is still in the shadowTargetsPrevious list,
|
||||
-- it mean that it's not shadowed. So we can simply remove the shadow.
|
||||
self:removeOldShadowTargets()
|
||||
|
||||
self.shadowTargetsPrevious = shadowTargets
|
||||
end
|
||||
|
||||
function Actor3D:removeOldShadowTargets()
|
||||
if (self.shadowTargetsPrevious ~= nil) then
|
||||
for i, target in ipairs(self.shadowTargetsPrevious) do
|
||||
if (target.box ~= nil) then
|
||||
target.box:removeShadowSource(self)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Actor3D:redrawShadowCanvas()
|
||||
if (self.box ~= nil) then
|
||||
self.box:redrawShadowCanvas()
|
||||
end
|
||||
end
|
||||
|
||||
-- DRAW FUNCTIONS
|
||||
-- Draw the actors.
|
||||
|
||||
|
|
|
@ -0,0 +1,97 @@
|
|||
-- ShapedActor.lua :: Handle the shape of a 2.5D actor.
|
||||
-- It handle terrain box, and shadows
|
||||
|
||||
--[[
|
||||
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 ShapedActor = Object:extend()
|
||||
|
||||
function ShapedActor:initShape(boxObj, doCastShadows)
|
||||
self.world:registerShape(self)
|
||||
self.boxes = boxObj
|
||||
self.doCastShadows = doCastShadows
|
||||
end
|
||||
|
||||
function ShapedActor:destroyShape()
|
||||
self:removeOldShadowTargets()
|
||||
if self.box ~= nil then
|
||||
self.world:removeTerrain(self)
|
||||
end
|
||||
self.world:removeShape(self)
|
||||
end
|
||||
|
||||
-- SHADOW FUNCTIONS
|
||||
-- Handle everything related to shadow
|
||||
|
||||
function ShapedActor:castShadow()
|
||||
local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
|
||||
-- initialize the shadowTargetsPrevious variable if it doesn't exist
|
||||
if (self.shadowTargetsPrevious == nil) then
|
||||
self.shadowTargetsPrevious = {}
|
||||
end
|
||||
|
||||
for i, target in ipairs(shadowTargets) do
|
||||
-- We test if the actor is below the current actor
|
||||
if (target ~= self) and (target.box ~= nil) then
|
||||
|
||||
if (target.z + target.d <= self.z + self.d) then
|
||||
-- Remove the target of the list of item targeted last update,
|
||||
-- in order to only have object no longer shadowed after the
|
||||
-- end of the loop
|
||||
for j, oldtarget in ipairs(self.shadowTargetsPrevious) do
|
||||
if (target == oldtarget) then
|
||||
table.remove(self.shadowTargetsPrevious, j)
|
||||
end
|
||||
end
|
||||
|
||||
-- We update the shadow source
|
||||
local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y)
|
||||
target.box:setShadowSource(self, x, y)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- At this point, if a target is still in the shadowTargetsPrevious list,
|
||||
-- it mean that it's not shadowed. So we can simply remove the shadow.
|
||||
self:removeOldShadowTargets()
|
||||
|
||||
self.shadowTargetsPrevious = shadowTargets
|
||||
end
|
||||
|
||||
function ShapedActor:removeOldShadowTargets()
|
||||
if (self.shadowTargetsPrevious ~= nil) then
|
||||
for i, target in ipairs(self.shadowTargetsPrevious) do
|
||||
if (target.box ~= nil) then
|
||||
target.box:removeShadowSource(self)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ShapedActor:redrawShadowCanvas()
|
||||
if (self.box ~= nil) then
|
||||
self.box:redrawShadowCanvas()
|
||||
end
|
||||
end
|
||||
|
||||
return ShapedActor
|
Loading…
Reference in a new issue