big-refactor #106
3 changed files with 19 additions and 31 deletions
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@ -57,21 +57,10 @@ end
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-- PHYSICS FUNCTIONS
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-- PHYSICS FUNCTIONS
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-- Handle movement and collisions.
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-- Handle movement and collisions.
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function Actor2D:autoMove(dt)
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function Actor2D:moveToFuturePosition(dt)
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self:updateHitboxes()
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self.onGround = false
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self:applyGravity(dt)
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local dx, dy = self:getFuturePosition(dt)
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local dx, dy = self:getFuturePosition(dt)
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local newx, newy, cols, colNumber = self:move(dx, dy)
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local _, _, cols, colNumber = self:move(dx, dy)
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return cols, colNumber
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-- apply after the movement the friction, until the player stop
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-- note: the friction is applied according to the delta time,
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-- thus the friction should be how much speed is substracted in 1 second
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self:solveAllCollisions(cols)
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self:applyFriction(dt)
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end
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end
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function Actor2D:changeSpeedToCollisionNormal(normal)
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function Actor2D:changeSpeedToCollisionNormal(normal)
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@ -67,21 +67,10 @@ end
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-- PHYSICS FUNCTIONS
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-- PHYSICS FUNCTIONS
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-- Handle movement and collisions.
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-- Handle movement and collisions.
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function Actor3D:autoMove(dt)
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function Actor3D:moveToFuturePosition(dt)
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self:updateHitboxes()
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self.onGround = false
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self:applyGravity(dt)
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local dx, dy, dz = self:getFuturePosition(dt)
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local dx, dy, dz = self:getFuturePosition(dt)
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local newx, newy, newz, cols, colNumber = self:move(dx, dy, dz)
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local _, _, _, cols, colNumber = self:move(dx, dy, dz)
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return cols, colNumber
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-- apply after the movement the friction, until the player stop
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-- note: the friction is applied according to the delta time,
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-- thus the friction should be how much speed is substracted in 1 second
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self:solveAllCollisions(cols)
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self:applyFriction(dt)
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end
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end
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function Actor3D:changeSpeedToCollisionNormal(normal)
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function Actor3D:changeSpeedToCollisionNormal(normal)
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@ -127,9 +127,19 @@ function PhysicalActor:checkGround()
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end
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end
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function PhysicalActor:autoMove(dt)
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function PhysicalActor:autoMove(dt)
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-- The base actor don't have coordinate
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self:updateHitboxes()
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-- so the autoMove is only usefull to its
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self.onGround = false
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-- 2D and 3D childrens
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self:applyGravity(dt)
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local cols, colNumber = self:moveToFuturePosition(dt)
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-- apply after the movement the friction, until the player stop
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-- note: the friction is applied according to the delta time,
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-- thus the friction should be how much speed is substracted in 1 second
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self:solveAllCollisions(cols)
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self:applyFriction(dt)
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end
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end
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-- HITBOX FUNCTIONS
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-- HITBOX FUNCTIONS
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