big-refactor #106
5 changed files with 27 additions and 40 deletions
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@ -145,25 +145,6 @@ function Actor2D:packForHitbox()
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return {0, 0, self.w, self.h}
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return {0, 0, self.w, self.h}
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end
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end
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function Actor2D:checkHitboxCollisions(name, filter)
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self:applyHitboxCollisionsAtPoint(name, self.x, self.y, filter)
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end
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function Actor2D:applyHitboxCollisionsAtPoint(name, dx, dy, filter)
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local x, y, cols, colNumber = dx, dy, {}, 0
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local filter = filter or self.filter
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if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
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x, y, cols, colNumber = self.hitboxes[name]:checkCollisionAtPoint(dx, dy, filter)
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local type = self.hitboxes[name].type
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for i, col in ipairs(cols) do
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self:hitboxResponse(name, type, col)
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end
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end
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return x, y, cols, colNumber
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end
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-- DRAW FUNCTIONS
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-- DRAW FUNCTIONS
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-- Draw the actors.
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-- Draw the actors.
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@ -168,25 +168,6 @@ function Actor3D:packForHitbox()
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return {0, 0, 0, self.w, self.h, self.d}
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return {0, 0, 0, self.w, self.h, self.d}
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end
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end
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function Actor3D:checkHitboxCollisions(name, filter)
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self:applyHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter)
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end
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function Actor3D:applyHitboxCollisionsAtPoint(name, dx, dy, dz, filter)
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local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
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local filter = filter or self.filter
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if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
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x, y, z, cols, colNumber = self.hitboxes[name]:checkCollisionAtPoint(dx, dy, dz, filter)
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local type = self.hitboxes[name].type
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for i, col in ipairs(cols) do
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self:hitboxResponse(name, type, col)
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end
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end
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return x, y, z, cols, colNumber
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end
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-- SHADOW FUNCTIONS
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-- SHADOW FUNCTIONS
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-- Handle everything related to shadow
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-- Handle everything related to shadow
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@ -220,12 +220,27 @@ function PhysicalActor:updateHitboxes()
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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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function PhysicalActor:applyHitboxesCollisions(filter)
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for k, v in pairs(self.hitboxes) do
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for k, v in pairs(self.hitboxes) do
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self:checkHitboxCollisions(k, filter)
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self:applyHitboxCollisions(k, filter)
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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:applyHitboxCollisions(name, filter)
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local cols, colNumber = {}, 0
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local filter = filter or self.filter
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if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
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cols, colNumber = self.hitboxes[name]:checkCollision(filter)
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local type = self.hitboxes[name].type
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for i, col in ipairs(cols) do
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self:hitboxResponse(name, type, col)
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end
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end
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return cols, colNumber
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end
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function PhysicalActor:hitboxResponse(name, type, collision)
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function PhysicalActor:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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-- just a blank placeholder function
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end
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end
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@ -119,6 +119,11 @@ end
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-- COLLISION FUNCTIONS
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-- COLLISION FUNCTIONS
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-- Handle Hitbox position
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-- Handle Hitbox position
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function Hitbox2D:checkCollision(filter)
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local _, _, cols, colNumber = self:checkCollisionAtPoint(self.owner.x, self.owner.y, filter)
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return cols, colNumber
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end
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function Hitbox2D:checkCollisionAtPoint(dx, dy, filter)
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function Hitbox2D:checkCollisionAtPoint(dx, dy, filter)
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self:updatePosition()
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self:updatePosition()
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@ -123,6 +123,11 @@ end
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-- COLLISION FUNCTIONS
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-- COLLISION FUNCTIONS
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-- Handle Hitbox position
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-- Handle Hitbox position
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function Hitbox3D:checkCollision(filter)
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local _, _, _, cols, colNumber = self:checkCollisionAtPoint(self.owner.x, self.owner.y, self.owner.z, filter)
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return cols, colNumber
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end
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function Hitbox3D:checkCollisionAtPoint(dx, dy, dz, filter)
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function Hitbox3D:checkCollisionAtPoint(dx, dy, dz, filter)
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self:updatePosition()
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self:updatePosition()
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