local PlayerInteractions = Object:extend() local terrainData = require "datas.gamedata.maps.terrains" local MIN_X = 2 local MAX_X = 14 local MIN_Y = 9 local MAX_Y = 15 local TERRAIN_CHECKER = { {x = MIN_X, y = MIN_Y}, {x = MIN_X, y = MAX_Y}, {x = MAX_X, y = MIN_Y}, {x = MAX_X, y = MAX_Y}, } function PlayerInteractions:initInteractions() self.lastCollision = -1 self.haveCollided = false self.terrain = {} self.terrain.name = "" self.terrain.data = {} self.terrain.new = false self.lastPos = {} self.lastPos.x = self.x self.lastPos.y = self.y self.interactionName = "" end function PlayerInteractions:updateInteraction() if (self.haveCollided == false) then self.lastCollision = nil end self.haveCollided = false end function PlayerInteractions:collideWithGizmo(other) if (other.needButton) then self.interactionName = other.interactionName if (self.keys["A"].isPressed) then other:doAction() self.haveCollided = true self.lastCollision = other.creationID self.interactionName = "" end else if (self.lastCollision ~= other.creationID) then other:doAction() end self.haveCollided = true self.lastCollision = other.creationID end end function PlayerInteractions:talkToGizmo(other) if (self:faceRightDirection(other)) then self.interactionName = other.interactionName if (self.keys["A"].isPressed) then other:doAction() self.haveCollided = true self.lastCollision = other.creationID self.interactionName = "" end end end function PlayerInteractions:faceRightDirection(other) if (self.charDir == "up") then return (self.y >= other.y + other.h) end if (self.charDir == "down") then return (self.y + self.h <= other.y) end if (self.charDir == "left") then return (self.x >= other.x + other.w) end if (self.charDir == "right") then return (self.x + self.w <= other.x) end end function PlayerInteractions:updateTerrain() local newTerrain = self:getCurrentTerrain() if (newTerrain ~= self.terrain.name) then self.terrain.new = true end self.terrain.name = newTerrain self:updateTerrainData() if (newTerrain == "non-solid") then self:updateLastPosition() end end function PlayerInteractions:updateLastPosition() local canUpdate = true for _, coord in ipairs(TERRAIN_CHECKER) do local xx, yy = coord.x, coord.y if (xx == MIN_X) then xx=0 else xx=16 end if (yy == MIN_Y) then yy=0 else yy=16 end local newTerrain = self.world:getTileTypeAtPoint(self.x + xx, self.y + yy) if (newTerrain ~= "non-solid") then canUpdate = false end end if (canUpdate and self.onGround) then self.lastPos = {} self.lastPos.x = self.x self.lastPos.y = self.y end end function PlayerInteractions:updateTerrainData() local dataPack = terrainData.list[self.terrain.name] local newData = terrainData.list["non-solid"][1] if (dataPack == nil) then dataPack = terrainData.list["non-solid"] end for id, data in ipairs(dataPack) do local useThisData = true if (data.mustHaveAction ~= nil and not self:canDoAction(data.mustHaveAction)) then useThisData = false end if (data.mustDoAction ~= nil and data.mustDoAction ~= self.currentAction) then useThisData = false end if (useThisData) then newData = data end end self:setTerrainData(newData) end function PlayerInteractions:setTerrainData(data) self.groundLevel = data.level or 0 self.groundHeight = data.height or 0 if (self.onGround) then self.speedFactor = data.speedFactor or 1 self.canJump = data.canJump ~= false self.canAct = data.canAct ~= false self.forceAction = data.forceAction end if (self.terrain.new and (self.z < 0)) then self.terrain.new = false if (not utils.string.isEmpty(data.sound)) then self.assets:playSFX(data.sound) end end self.fallDamage = data.fallDamage or 0 self.fallSound = data.fallSound or "" self.terrain.data = data end function PlayerInteractions:getCurrentTerrain() local terrain = "" local highpriority = terrainData.highpriority for _, coord in ipairs(TERRAIN_CHECKER) do local newTerrain = self.world:getTileTypeAtPoint(self.x + coord.x, self.y + coord.y) if (utils.table.contain(highpriority, newTerrain)) then terrain = newTerrain elseif (newTerrain == "non-solid") then if (not utils.table.contain(highpriority, terrain)) then terrain = newTerrain end else if (not (utils.table.contain(highpriority, terrain) or terrain == "non-solid")) then terrain = newTerrain end end end return terrain end return PlayerInteractions