chore: let the hitbox handle the scaling

This commit is contained in:
Kazhnuz 2021-05-07 18:10:37 +02:00
parent 040240492e
commit 3f81920c49
4 changed files with 46 additions and 28 deletions

View file

@ -153,32 +153,26 @@ function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxI
local anim = animationID or "null" local anim = animationID or "null"
local frame = frameID or 0 local frame = frameID or 0
local id = hitboxID 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 if (type == "main") then
self.mainHitbox:setFromData({ox, oy, w, h}) self.mainHitbox:setFromData({ox, oy, w, h}, sx, sy)
else else
local hitboxName = anim .. frame .. type .. id local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, {ox, oy, w, h}, isSolid) self:addHitbox(hitboxName, type, {ox, oy, w, h}, sx, sy, isSolid)
return hitboxName return hitboxName
end end
end end
function Actor2D:initMainHitbox() function Actor2D:initMainHitbox()
self.mainHitbox = Hitbox(self, self.type, {0, 0, self.w, self.h}, self.isSolid) self.mainHitbox = Hitbox(self, self.type, {0, 0, self.w, self.h}, 0, 0, self.isSolid)
self.mainHitbox:advertiseAsMainHitbox() self.mainHitbox:advertiseAsMainHitbox()
end end
function Actor2D:addHitbox(name, type, data, isSolid) function Actor2D:addHitbox(name, type, data, sx, sy, isSolid)
if (self.hitboxes[name] ~= nil) then if (self.hitboxes[name] ~= nil) then
core.debug:warning("actor2D", "the hitbox " .. name .. " already exists") core.debug:warning("actor2D", "the hitbox " .. name .. " already exists")
else else
local hitbox = Hitbox(self, type, data, isSolid) local hitbox = Hitbox(self, type, data, sx, sy, isSolid)
self.hitboxes[name] = hitbox self.hitboxes[name] = hitbox
return hitbox return hitbox
end end

View file

@ -178,32 +178,26 @@ function Actor3D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxI
local anim = animationID or "null" local anim = animationID or "null"
local frame = frameID or 0 local frame = frameID or 0
local id = hitboxID or 0 local id = hitboxID or 0
if (sx < 0) then
ox = self.w - ox - w
end
if (sy < 0) then
oz = self.d - oz - d
end
if (type == "main") then if (type == "main") then
self.mainHitbox:setFromData({ox, oy, oz, w, h, d}) self.mainHitbox:setFromData({ox, oy, oz, w, h, d}, sx, sy)
else else
local hitboxName = anim .. frame .. type .. id local hitboxName = anim .. frame .. type .. id
self:addHitbox(hitboxName, type, {ox, oy, oz, w, h, d}, isSolid) self:addHitbox(hitboxName, type, {ox, oy, oz, w, h, d}, sx, sy, isSolid)
return hitboxName return hitboxName
end end
end end
function Actor3D:initMainHitbox() function Actor3D:initMainHitbox()
self.mainHitbox = Hitbox(self, self.type, {0, 0, 0, self.w, self.h, self.d}, self.isSolid) self.mainHitbox = Hitbox(self, self.type, {0, 0, 0, self.w, self.h, self.d}, 1, 1, self.isSolid)
self.mainHitbox:advertiseAsMainHitbox() self.mainHitbox:advertiseAsMainHitbox()
end end
function Actor3D:addHitbox(name, type, data, isSolid) function Actor3D:addHitbox(name, type, data, sx, sy, isSolid)
if (self.hitboxes[name] ~= nil) then if (self.hitboxes[name] ~= nil) then
core.debug:warning("actor3D", "the hitbox " .. name .. " already exists") core.debug:warning("actor3D", "the hitbox " .. name .. " already exists")
else else
local hitbox = Hitbox(self, type, data, isSolid) local hitbox = Hitbox(self, type, data, sx, sy, isSolid)
self.hitboxes[name] = hitbox self.hitboxes[name] = hitbox
return hitbox return hitbox
end end

View file

@ -27,12 +27,12 @@ local Hitbox2D = Object:extend()
-- INIT FUNCTIONS -- INIT FUNCTIONS
-- Initialise the actor and its base functions -- Initialise the actor and its base functions
function Hitbox2D:new(owner, type, data, isSolid) function Hitbox2D:new(owner, type, data, sx, sy, isSolid)
self.owner = owner self.owner = owner
self.world = owner.world self.world = owner.world
self.type = type self.type = type
self:setFromData(data) self:setFromData(data, sx, sy)
self.x, self.y = self:getPosition() self.x, self.y = self:getPosition()
self.isSolid = isSolid self.isSolid = isSolid
@ -54,11 +54,26 @@ function Hitbox2D:modify(ox, oy, w, h)
self.h = h self.h = h
end end
function Hitbox2D:setFromData(data) function Hitbox2D:setFromData(data, sx, sy)
self.ox = data[1] self.ox = data[1]
self.oy = data[2] self.oy = data[2]
self.w = data[3] self.w = data[3]
self.h = data[4] self.h = data[4]
self:applyScale(sx, sy)
end
function Hitbox2D:applyScale(sx, sy)
local sx = sx or 1
local sy = sy or 1
if (sx < 0) then
self.ox = self.owner.w - self.ox - self.w
end
if (sy < 0) then
self.oy = self.owner.h - self.oy - self.h
end
end end
function Hitbox2D:setDebugColor(r,g,b) function Hitbox2D:setDebugColor(r,g,b)

View file

@ -27,12 +27,12 @@ local Hitbox3D = Object:extend()
-- INIT FUNCTIONS -- INIT FUNCTIONS
-- Initialise the actor and its base functions -- Initialise the actor and its base functions
function Hitbox3D:new(owner, type, data, isSolid) function Hitbox3D:new(owner, type, data, sx, sy, isSolid)
self.owner = owner self.owner = owner
self.world = owner.world self.world = owner.world
self.type = type self.type = type
self:setFromData(data) self:setFromData(data, sx, sy)
self.x, self.y, self.z = self:getPosition() self.x, self.y, self.z = self:getPosition()
self.isSolid = isSolid self.isSolid = isSolid
@ -56,13 +56,28 @@ function Hitbox3D:modify(ox, oy, oz, w, h, d)
self.d = d self.d = d
end end
function Hitbox3D:setFromData(data) function Hitbox3D:setFromData(data, sx, sy)
self.ox = data[1] self.ox = data[1]
self.oy = data[2] self.oy = data[2]
self.oz = data[3] self.oz = data[3]
self.w = data[4] self.w = data[4]
self.h = data[5] self.h = data[5]
self.d = data[6] self.d = data[6]
self:applyScale(sx, sy)
end
function Hitbox3D:applyScale(sx, sy)
local sx = sx or 1
local sy = sy or 1
if (sx < 0) then
self.ox = self.owner.w - self.ox - self.w
end
if (sy < 0) then
self.oy = self.owner.h - self.oy - self.h
end
end end
function Hitbox3D:setDebugColor(r,g,b) function Hitbox3D:setDebugColor(r,g,b)