-- hitbox2D.lua :: a basic 2D hitbox object. It's used by the actors to check -- collisions and to handle different type of responses. --[[ Copyright © 2019 Kazhnuz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 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 Hitbox2D = Object:extend() -- INIT FUNCTIONS -- Initialise the actor and its base functions function Hitbox2D:new(owner, type, data, isSolid) self.owner = owner self.world = owner.world self.type = type self:setFromData(data) self.x, self.y = self:getPosition() self.isSolid = isSolid self.isMainHitBox = false self:setDebugColor(0,0,0) self:register() end function Hitbox2D:advertiseAsMainHitbox() self.isMainHitBox = true end function Hitbox2D:modify(ox, oy, w, h) self.ox = ox self.oy = oy self.x, self.y = self:getPosition() self.w = w self.h = h end function Hitbox2D:setFromData(data) self.ox = data[1] self.oy = data[2] self.w = data[3] self.h = data[4] end function Hitbox2D:setDebugColor(r,g,b) self.debug = {} self.debug.r = r self.debug.g = g self.debug.b = b end function Hitbox2D:register() self.world:registerBody(self) end function Hitbox2D:destroy() self.world:removeBody(self) end -- COORDINATE FUNCTIONS -- Handle Hitbox position function Hitbox2D:updatePosition() self.x, self.y = self:getPosition() self.world:updateBody(self) return self.x, self.y end function Hitbox2D:getPosition() return self.ox + self.owner.x, self.oy + self.owner.y end function Hitbox2D:getOwnerPosition() return self.x - self.ox, self.y - self.oy end function Hitbox2D:getNewOwnerPosition(x, y) return x - self.ox, y - self.oy end function Hitbox2D:getCenter() return self.x + (self.w/2), self.y + (self.h/2) end -- COLLISION FUNCTIONS -- Handle Hitbox position function Hitbox2D:checkCollision(dx, dy, filter) self:updatePosition() local nx, ny = self.ox + dx, self.oy + dy if (self.owner.useTileCollision and self.world.map.supportTileCollision) then if (self:checkTileCollision(nx, self.y)) then nx = self.x local relx = dx - self.x for i = 1, math.ceil(math.abs(relx)), 1 do local nnx = self.x + i * utils.math.sign(relx) if (not self:checkTileCollision(nnx, self.y)) then nx = nnx end end self.owner.xsp = 0 end if (self:checkTileCollision(self.x, ny)) then ny = self.y local rely = dy - self.y for i = 1, math.ceil(math.abs(rely)), 1 do local nny = self.y + i * utils.math.sign(rely) if (not self:checkTileCollision(self.x, nny)) then ny = nny end end self.owner.ysp = 0 end end local x, y, cols, colNumber = self.world:checkCollision(self, nx, ny, filter) local newx, newy = self:getNewOwnerPosition(x, y) return newx, newy, cols, colNumber end function Hitbox2D:checkTileCollision(dx, dy) return self.world:haveTileTypeInRect(dx + 1, dy + 1, self.w - 2, self.h - 2, "solid") end -- DRAW FUNCTIONS -- Just some debug function to draw hitbox function Hitbox2D:draw() local x, y = self:getPosition() love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1) utils.graphics.box(x, y, self.w, self.h) utils.graphics.resetColor() end return Hitbox2D