chore: extract physics as a mixins
This commit is contained in:
parent
33427077a0
commit
edf44fd252
4 changed files with 237 additions and 226 deletions
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@ -26,12 +26,14 @@ local BaseActor = require "birb.modules.world.actors.mixins.base"
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local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
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local TimedActor = require("birb.modules.world.actors.mixins.timers")
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local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local Actor2D = Object:extend()
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Actor2D:implement(BaseActor)
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Actor2D:implement(SpritedActor)
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Actor2D:implement(TimedActor)
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Actor2D:implement(InputActor)
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Actor2D:implement(PhysicalActor)
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local Hitbox = require "birb.modules.world.actors.utils.hitbox2D"
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@ -39,7 +41,8 @@ local Hitbox = require "birb.modules.world.actors.utils.hitbox2D"
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-- Initialise the actor and its base functions
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function Actor2D:new(world, type, x, y, w, h, isSolid)
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self:init(world, type, x, y, 0, w, h, 0, 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:initTimers()
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self:initSprite()
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@ -29,18 +29,21 @@ local BaseActor = require("birb.modules.world.actors.mixins.base")
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local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
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local TimedActor = require("birb.modules.world.actors.mixins.timers")
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local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local Actor3D = Object:extend()
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Actor3D:implement(BaseActor)
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Actor3D:implement(SpritedActor)
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Actor3D:implement(TimedActor)
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Actor3D:implement(InputActor)
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Actor3D:implement(PhysicalActor)
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
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self:init(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:initTimers()
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self:initSprite()
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@ -35,8 +35,6 @@ function BaseActor:init(world, type, x, y, z, w, h, d, isSolid)
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self.updateFunctions = {}
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self:setManagers(world)
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self:initKeys()
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self:initPhysics(x, y, z, w, h, d)
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self:setDebugColor(1, 1, 1)
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self:register()
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@ -81,126 +79,6 @@ function BaseActor:destroy()
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self.isDestroyed = true
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end
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-- PHYSICS FUNCTIONS
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-- Raw implementation of everything common in physics
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function BaseActor:initPhysics(x, y, z, w, h, d)
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self:setCoordinate(x, y, z)
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self.w = w or 0
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self.h = h or 0
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self.d = d or 0
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self.xsp = 0
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self.ysp = 0
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self.zsp = 0
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self.xfrc = 0
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self.yfrc = 0
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self.zfrc = 0
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self:initGravity()
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self:setBounceFactor()
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self:setFilter()
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end
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function BaseActor:setCoordinate(x, y, z, w, h, d)
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self.x = x or self.x
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self.y = y or self.y
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self.z = z or self.z
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end
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function BaseActor:setBounceFactor(newBounceFactor)
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self.bounceFactor = newBounceFactor or 0
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end
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function BaseActor:setFilter()
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-- Init the bump filter
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self.filter = function(item, other)
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if (other.owner == self) then
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-- ignore every collision with our own hitboxes
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return nil
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elseif (other.isSolid) then
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return "slide"
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else
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return "cross"
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end
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end
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end
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function BaseActor:getFuturePosition(dt)
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local dx, dy, dz
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dx = self.x + self.xsp * dt
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dy = self.y + self.ysp * dt
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dz = self.z + self.zsp * dt
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return dx, dy, dz
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end
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function BaseActor:applyFriction(dt)
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self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
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self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
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self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
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end
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function BaseActor:solveAllCollisions(cols)
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for i, col in ipairs(cols) do
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self:collisionResponse(col)
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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self:changeSpeedToCollisionNormal(col.normal)
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end
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end
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end
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function BaseActor:collisionResponse(collision)
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-- here come the response to the collision
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end
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function BaseActor:changeSpeedToCollisionNormal(normal)
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-- Empty function in baseactor
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end
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-- COORDINATE/MOVEMENT FUNCTIONS
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-- Handle coordinate
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function BaseActor:getCenter()
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return (self.x + (self.w / 2)), (self.y + (self.h / 2)), (self.z + (self.d / 2))
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end
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function BaseActor:getViewCenter()
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return self:getCenter()
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end
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-- GRAVITY SYSTEM FUNCTIONS
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-- All functions related to gravity
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function BaseActor:initGravity()
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if (self.world.gravity.isDefault) then
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self.grav = self.world.gravity.grav
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else
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self.grav = 0
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end
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self.onGround = false
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end
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function BaseActor:setGravity(grav)
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-- It's basically now a function with two roles at once :
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-- - activate the gravity
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-- - use the gravity value the dev want
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self.grav = grav or self.world.gravity.grav
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end
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function BaseActor:applyGravity(dt)
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-- Empty function in baseactor
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end
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function BaseActor:checkGround()
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-- Empty function in baseactor
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end
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-- UPDATE FUNCTIONS
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-- Theses functions are activated every steps
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@ -210,7 +88,6 @@ end
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function BaseActor:update(dt)
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self:updateStart(dt)
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self:autoMove(dt)
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self:applyUpdateFunctions(dt)
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self:updateEnd(dt)
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end
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@ -219,107 +96,6 @@ function BaseActor:updateEnd(dt)
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end
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function BaseActor:autoMove(dt)
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-- The base actor don't have coordinate
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-- so the autoMove is only usefull to its
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-- 2D and 3D childrens
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end
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-- HITBOX FUNCTIONS
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-- All functions to handle hitboxes
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function BaseActor:initHitboxes()
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self:initMainHitbox()
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self.hitboxes = {}
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self.hitboxListFile = ""
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self.hitboxList = nil
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end
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function BaseActor:initMainHitbox()
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-- Empty function : don't load ANY real hitbox function into baseactor
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end
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function BaseActor:setHitboxFile(file)
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self.hitboxList = require(file)
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self.hitboxListFile = file
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end
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function BaseActor:getAutomaticHitboxLoading()
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return (self.hitboxList ~= nil)
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end
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function BaseActor:getHitboxFile()
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return self.hitboxListFile
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end
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function BaseActor:getHitboxList(animation, frame)
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if (animation == nil) or (self.hitboxList == nil) then
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return self.hitboxList
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else
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local list = self.hitboxList[animation]
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if (frame == nil) or (list == nil) then
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return list
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else
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return list[frame]
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end
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end
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end
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function BaseActor:updateHitboxes()
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if (self.hitboxList ~= nil) then
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self:purgeHitbox()
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local animation, frame
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animation = self:getCurrentAnimation()
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frame = self:getRelativeFrame()
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local hitboxList = self:getHitboxList(animation, frame)
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if (hitboxList ~= nil) then
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for i,v in ipairs(hitboxList) do
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self:addHitboxFromFrameData(v, animation, frame, i)
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end
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end
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end
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end
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function BaseActor:checkHitboxesCollisions(filter)
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for k,v in pairs(self.hitboxes) do
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self:checkHitboxCollisions(k, filter)
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end
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end
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function BaseActor:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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end
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function BaseActor:removeHitbox(name)
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if (self.hitboxes[name] ~= nil) then
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self.hitboxes[name]:destroy()
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self.hitboxes[name] = nil
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end
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end
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function BaseActor:purgeHitbox()
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for k,v in pairs(self.hitboxes) do
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v:destroy()
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end
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self.hitboxes = {}
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end
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function BaseActor:drawHitboxes()
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for k,v in pairs(self.hitboxes) do
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v:draw()
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end
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self:drawMainHitbox()
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end
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function BaseActor:drawMainHitbox()
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if (self.mainHitbox ~= nil) then
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self.mainHitbox:draw()
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end
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end
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-- DRAW FUNCTIONS
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-- Draw the actors.
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229
sonic-radiance.love/birb/modules/world/actors/mixins/physics.lua
Normal file
229
sonic-radiance.love/birb/modules/world/actors/mixins/physics.lua
Normal file
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@ -0,0 +1,229 @@
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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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self:setCoordinate(x, y, z)
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self.isSolid = isSolid or false
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self.w = w or 0
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self.h = h or 0
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self.d = d or 0
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self.xsp = 0
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self.ysp = 0
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self.zsp = 0
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self.xfrc = 0
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self.yfrc = 0
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self.zfrc = 0
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self:initGravity()
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self:setBounceFactor()
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self:setFilter()
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self:addUpdateFunction(self.autoMove)
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end
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function PhysicalActor:setCoordinate(x, y, z, w, h, d)
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self.x = x or self.x
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self.y = y or self.y
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self.z = z or self.z
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end
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function PhysicalActor:setBounceFactor(newBounceFactor)
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self.bounceFactor = newBounceFactor or 0
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end
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function PhysicalActor:setFilter()
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-- Init the bump filter
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self.filter = function(item, other)
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if (other.owner == self) then
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-- ignore every collision with our own hitboxes
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return nil
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elseif (other.isSolid) then
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return "slide"
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else
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return "cross"
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end
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end
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end
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function PhysicalActor:getFuturePosition(dt)
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local dx, dy, dz
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dx = self.x + self.xsp * dt
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dy = self.y + self.ysp * dt
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dz = self.z + self.zsp * dt
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return dx, dy, dz
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end
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function PhysicalActor:applyFriction(dt)
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self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
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self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
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self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
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end
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function PhysicalActor:solveAllCollisions(cols)
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for i, col in ipairs(cols) do
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self:collisionResponse(col)
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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self:changeSpeedToCollisionNormal(col.normal)
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end
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end
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end
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function PhysicalActor:collisionResponse(collision)
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-- here come the response to the collision
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end
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function PhysicalActor:changeSpeedToCollisionNormal(normal)
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-- Empty function in PhysicalActor
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end
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-- COORDINATE/MOVEMENT FUNCTIONS
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-- Handle coordinate
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-- Will be replaced by functions inside Actors or Rects/Point
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function PhysicalActor:getCenter()
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return (self.x + (self.w / 2)), (self.y + (self.h / 2)), (self.z + (self.d / 2))
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end
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function PhysicalActor:getViewCenter()
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return self:getCenter()
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end
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-- GRAVITY SYSTEM FUNCTIONS
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-- All functions related to gravity
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function PhysicalActor:initGravity()
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if (self.world.gravity.isDefault) then
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self.grav = self.world.gravity.grav
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else
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self.grav = 0
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end
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self.onGround = false
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end
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function PhysicalActor:setGravity(grav)
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-- It's basically now a function with two roles at once :
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-- - activate the gravity
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-- - use the gravity value the dev want
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self.grav = grav or self.world.gravity.grav
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end
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function PhysicalActor:applyGravity(dt)
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-- Empty function in PhysicalActor
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end
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function PhysicalActor:checkGround()
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-- Empty function in PhysicalActor
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end
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function PhysicalActor:autoMove(dt)
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-- The base actor don't have coordinate
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-- so the autoMove is only usefull to its
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-- 2D and 3D childrens
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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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self:initMainHitbox()
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self.hitboxes = {}
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self.hitboxListFile = ""
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self.hitboxList = nil
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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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end
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function PhysicalActor:setHitboxFile(file)
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self.hitboxList = require(file)
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self.hitboxListFile = file
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end
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function PhysicalActor:getAutomaticHitboxLoading()
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return (self.hitboxList ~= nil)
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end
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function PhysicalActor:getHitboxFile()
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return self.hitboxListFile
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end
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function PhysicalActor:getHitboxList(animation, frame)
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if (animation == nil) or (self.hitboxList == nil) then
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return self.hitboxList
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else
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local list = self.hitboxList[animation]
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if (frame == nil) or (list == nil) then
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return list
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else
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return list[frame]
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end
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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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local animation, frame
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animation = self.sprite:getCurrentAnimation()
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frame = self.sprite:getRelativeFrame()
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local hitboxList = self:getHitboxList(animation, frame)
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if (hitboxList ~= nil) then
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for i, v in ipairs(hitboxList) do
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self:addHitboxFromFrameData(v, animation, frame, i)
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end
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end
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end
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end
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function PhysicalActor:checkHitboxesCollisions(filter)
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for k, v in pairs(self.hitboxes) do
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self:checkHitboxCollisions(k, filter)
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end
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end
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function PhysicalActor:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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end
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function PhysicalActor:removeHitbox(name)
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if (self.hitboxes[name] ~= nil) then
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self.hitboxes[name]:destroy()
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self.hitboxes[name] = nil
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end
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end
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function PhysicalActor:purgeHitbox()
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for k, v in pairs(self.hitboxes) do
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v:destroy()
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end
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self.hitboxes = {}
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end
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function PhysicalActor:drawHitboxes()
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for k, v in pairs(self.hitboxes) do
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v:draw()
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end
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self:drawMainHitbox()
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end
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function PhysicalActor:drawMainHitbox()
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if (self.mainHitbox ~= nil) then
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self.mainHitbox:draw()
|
||||
end
|
||||
end
|
||||
|
||||
return PhysicalActor
|
Loading…
Reference in a new issue