chore: port actors to rect and box

This commit is contained in:
Kazhnuz 2021-05-07 19:23:34 +02:00
parent 05a8b71180
commit ff8cd856fd
5 changed files with 18 additions and 31 deletions

View file

@ -42,6 +42,7 @@ end
function Box:getShape()
local x, y, z, w, h, d = self:getArea()
return x, y-z-d, w, h+d
end
function Box:getCorners()

View file

@ -21,6 +21,7 @@
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 Rect = require "birb.classes.2D.rect"
local BaseActor = require "birb.modules.world.actors.mixins.base"
local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
@ -28,7 +29,7 @@ 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 Actor2D = Object:extend()
local Actor2D = Rect:extend()
Actor2D:implement(BaseActor)
Actor2D:implement(SpritedActor)
Actor2D:implement(TimedActor)
@ -41,8 +42,10 @@ local Hitbox = require "birb.modules.world.actors.utils.hitbox2D"
-- Initialise the actor and its base functions
function Actor2D:new(world, type, x, y, w, h, isSolid)
Actor2D.super.new(self, x, y, w, h)
self:init(world, type)
self:initPhysics(Hitbox, x, y, 0, w, h, 0, isSolid)
self:initPhysics(Hitbox, isSolid)
self:initTimers()
self:initSprite()
self:initKeys()
@ -137,10 +140,6 @@ end
-- DRAW FUNCTIONS
-- Draw the actors.
function Actor2D:getShape()
return (self.x), (self.y), self.w, (self.h)
end
function Actor2D:draw()
self:drawStart()
local x, y = math.floor(self.x), math.floor(self.y)

View file

@ -24,6 +24,7 @@
local Hitbox = require("birb.modules.world.actors.utils.hitbox3D")
local Boxes = require("birb.modules.world.actors.utils.boxes")
local BasicBox = require "birb.classes.3D.box"
local BaseActor = require("birb.modules.world.actors.mixins.base")
local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
@ -32,7 +33,7 @@ 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()
local Actor3D = BasicBox:extend()
Actor3D:implement(BaseActor)
Actor3D:implement(SpritedActor)
Actor3D:implement(TimedActor)
@ -44,8 +45,9 @@ Actor3D:implement(Shape3DActor)
-- Initialise the actor and its base functions
function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
Actor3D.super.new(self, x, y, z, w, h, d)
self:init(world, type)
self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
self:initPhysics(Hitbox, isSolid)
self:initTimers()
self:initSprite()
self:initKeys()
@ -161,10 +163,6 @@ function Actor3D:drawShadow(x, y)
utils.graphics.resetColor()
end
function Actor3D:getShape()
return (self.x), (self.y - self.z - self.d), self.w, (self.h + self.d)
end
function Actor3D:draw()
self:drawStart()
if (self.box ~= nil) then

View file

@ -3,15 +3,9 @@ PhysicalActor = Object:extend()
-- PHYSICS FUNCTIONS
-- Raw implementation of everything common in physics
function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
self:setCoordinate(x, y, z)
function PhysicalActor:initPhysics(hitboxObj, isSolid)
self.isSolid = isSolid or false
self.w = w or 0
self.h = h or 0
self.d = d or 0
self.xsp = 0
self.ysp = 0
self.zsp = 0
@ -29,12 +23,6 @@ function PhysicalActor:initPhysics(hitboxObj, x, y, z, w, h, d, isSolid)
self:addUpdateFunction(self.autoMove)
end
function PhysicalActor:setCoordinate(x, y, z, w, h, d)
self.x = x or self.x
self.y = y or self.y
self.z = z or self.z
end
function PhysicalActor:setBounceFactor(newBounceFactor)
self.bounceFactor = newBounceFactor or 0
end
@ -57,7 +45,9 @@ function PhysicalActor:getFuturePosition(dt)
local dx, dy, dz
dx = self.x + self.xsp * dt
dy = self.y + self.ysp * dt
dz = self.z + self.zsp * dt
if (self.z ~= nil) then
dz = self.z + self.zsp * dt
end
return dx, dy, dz
end
@ -65,7 +55,9 @@ end
function PhysicalActor:applyFriction(dt)
self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
if (self.z ~= nil) then
self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
end
end
function PhysicalActor:solveAllCollisions(cols)
@ -89,10 +81,6 @@ end
-- Handle coordinate
-- Will be replaced by functions inside Actors or Rects/Point
function PhysicalActor:getCenter()
return (self.x + (self.w / 2)), (self.y + (self.h / 2)), (self.z + (self.d / 2))
end
function PhysicalActor:getViewCenter()
return self:getCenter()
end

View file

@ -3,6 +3,7 @@ local Parent = Base:extend()
function Parent:new(world, type, x, y, w, h, isSolid)
self.scene = world.scene
self.z = 0
Parent.super.new(self, world, type, x, y, w, h, isSolid)
self:initCharset()
self.drawDebugBox = false