improvement: refactor hitbox management
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3 changed files with 40 additions and 69 deletions
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@ -42,8 +42,7 @@ local Hitbox = require "birb.modules.world.actors.utils.hitbox2D"
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function Actor2D:new(world, type, x, y, w, h, isSolid)
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self:init(world, type)
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self:initPhysics(x, y, 0, w, h, 0, isSolid)
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self:initHitboxes()
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self:initPhysics(Hitbox, x, y, 0, w, h, 0, isSolid)
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self:initTimers()
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self:initSprite()
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self:initKeys()
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@ -142,37 +141,8 @@ 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 data = framedata[2]
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local isSolid = framedata[3] 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 (type == "main") then
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self.mainHitbox:setFromData(data, sx, sy)
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else
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, data, sx, sy, 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}, 0, 0, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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end
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function Actor2D:addHitbox(name, type, data, sx, sy, 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, data, sx, sy, isSolid)
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self.hitboxes[name] = hitbox
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return hitbox
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end
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function Actor2D:packForHitbox()
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return {0, 0, self.w, self.h}
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end
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function Actor2D:checkHitboxCollisions(name, filter)
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@ -43,8 +43,7 @@ Actor3D:implement(PhysicalActor)
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function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
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self:init(world, type)
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self:initPhysics(x, y, z, w, h, d, isSolid)
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self:initHitboxes()
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self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
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self:initTimers()
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self:initSprite()
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self:initKeys()
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@ -165,37 +164,8 @@ end
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-- HITBOXES FUNCTIONS
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-- Functions related to actor hitboxes
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function Actor3D: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 data = framedata[2]
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local isSolid = framedata[3] 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 (type == "main") then
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self.mainHitbox:setFromData(data, sx, sy)
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else
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, data, sx, sy, isSolid)
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return hitboxName
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end
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end
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function Actor3D:initMainHitbox()
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self.mainHitbox = Hitbox(self, self.type, {0, 0, 0, self.w, self.h, self.d}, 1, 1, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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end
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function Actor3D:addHitbox(name, type, data, sx, sy, isSolid)
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if (self.hitboxes[name] ~= nil) then
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core.debug:warning("actor3D", "the hitbox " .. name .. " already exists")
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else
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local hitbox = Hitbox(self, type, data, sx, sy, isSolid)
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self.hitboxes[name] = hitbox
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return hitbox
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end
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function Actor3D:packForHitbox()
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return {0, 0, 0, self.w, self.h, self.d}
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end
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function Actor3D:checkHitboxCollisions(name, filter)
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@ -3,7 +3,7 @@ PhysicalActor = Object:extend()
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-- PHYSICS FUNCTIONS
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-- Raw implementation of everything common in physics
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function PhysicalActor:initPhysics(x, y, z, w, h, d, isSolid)
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function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
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self:setCoordinate(x, y, z)
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self.isSolid = isSolid or false
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@ -21,6 +21,7 @@ function PhysicalActor:initPhysics(x, y, z, w, h, d, isSolid)
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self.zfrc = 0
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self:initGravity()
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self:initHitboxes(hitboxObj)
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self:setBounceFactor()
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self:setFilter()
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@ -134,7 +135,8 @@ end
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-- HITBOX FUNCTIONS
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-- All functions to handle hitboxes
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function PhysicalActor:initHitboxes()
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function PhysicalActor:initHitboxes(hitboxObj)
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self.Hitbox = hitboxObj
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self:initMainHitbox()
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self.hitboxes = {}
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@ -143,7 +145,8 @@ function PhysicalActor:initHitboxes()
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end
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function PhysicalActor:initMainHitbox()
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-- Empty function : don't load ANY real hitbox function into PhysicalActor
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self.mainHitbox = self.Hitbox(self, self.type, self:packForHitbox(), 0, 0, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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end
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function PhysicalActor:setHitboxFile(file)
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@ -173,6 +176,34 @@ function PhysicalActor:getHitboxList(animation, frame)
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end
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end
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function PhysicalActor:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID)
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local sx, sy = self.sprite:getScalling()
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local type = framedata[1]
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local box = framedata[2]
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local isSolid = framedata[3] 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 (type == "main") then
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self.mainHitbox:setFromData(box, sx, sy)
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else
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, box, sx, sy, isSolid)
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return hitboxName
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end
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end
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function PhysicalActor:addHitbox(name, type, data, sx, sy, isSolid)
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if (self.hitboxes[name] ~= nil) then
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core.debug:logWarn("PhysicalActor", "the hitbox " .. name .. " already exists")
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else
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local hitbox = self.Hitbox(self, type, data, sx, sy, 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 PhysicalActor:updateHitboxes()
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if (self.hitboxList ~= nil) then
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self:purgeHitbox()
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