-- actor3D.lua :: the implementation of a 2D actor. It contain every element -- needed to create your own 2D actors. --[[ 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 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") 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 Shape3DActor = require("birb.modules.world.actors.mixins.shapes") local StateMachine = require("birb.classes.states") local Actor3D = BasicBox:extend() Actor3D:implement(BaseActor) Actor3D:implement(SpritedActor) Actor3D:implement(TimedActor) Actor3D:implement(InputActor) Actor3D:implement(PhysicalActor) Actor3D:implement(Shape3DActor) Actor3D:implement(StateMachine) -- INIT FUNCTIONS -- 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, isSolid) self:initTimers() self:initSprite() self:initKeys() self:initShape(Boxes, true) self:initStates() end function Actor3D:destroy() self:destroyShape() self.mainHitbox:destroy() self.world:removeActor(self) self.isDestroyed = true end -- PHYSICS FUNCTIONS -- Handle movement and collisions. function Actor3D:moveToFuturePosition(dt) local dx, dy, dz = self:getFuturePosition(dt) local _, _, _, cols, colNumber = self:move(dx, dy, dz) return cols, colNumber end function Actor3D:changeSpeedToCollisionNormal(normal) local xsp, ysp, zsp = self.xsp, self.ysp, self.zsp local nx, ny, nz = normal.x, normal.y, normal.z if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then xsp = -xsp * self.bounceFactor end if (ny < 0 and ysp > 0) or (ny > 0 and ysp < 0) then ysp = -ysp * self.bounceFactor end if (nz < 0 and zsp > 0) or (nz > 0 and zsp < 0) then zsp = -zsp * self.bounceFactor end self.xsp, self.ysp, self.zsp = xsp, ysp, zsp end function Actor3D:move(dx, dy, dz) local cols, colNumber = {}, 0 local oldx, oldy, oldz = self.x, self.y, self.z if (self.isDestroyed == false) then self.x, self.y, self.z, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, dz, self.filter) self.mainHitbox:updatePosition() self.world:updateShape(self) end if (oldx ~= self.x) or (oldy ~= self.y) or (oldz ~= self.z) or (self.shadowTargetsPrevious == nil) then if (self.doCastShadows) then self:castShadow() end end return self.x, self.y, self.z, cols, colNumber end function Actor3D:checkCollisionAtPoint(dx, dy, dz) local x, y, z, cols, colNumber = dx, dy, dz, {}, 0 if (self.isDestroyed == false) then x, y, z, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, dz, self.filter) end return self.x, self.y, self.z, cols, colNumber end -- GRAVITY SYSTEM FUNCTIONS -- All functions related to gravity function Actor3D:applyGravity(dt) local grav = self.grav * -1 self.zsp = self.zsp + (grav * dt) if utils.math.sign(self.zsp) == utils.math.sign(grav) then self:checkGround( ) end end function Actor3D:checkGround() local dx, dy, dz = self.x, self.y, self.z - utils.math.sign(self.grav) local newx, newy, newz, cols, colNumber = self:checkCollisionAtPoint(dx, dy, dz) for i, col in ipairs(cols) do if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then if not (self.grav == 0) then if col.normal.z == utils.math.sign(self.grav) then self.onGround = true end end end end end -- COORDINATE/MOVEMENT FUNCTIONS -- Handle coordinate function Actor3D:getViewCenter() local x, y, z = self:getCenter() return x, y - (self.d/2) end -- HITBOXES FUNCTIONS -- Functions related to actor hitboxes function Actor3D:packForHitbox() return {0, 0, 0, self.w, self.h, self.d} end -- DRAW FUNCTIONS -- Draw the actors. function Actor3D:drawShadow(x, y) love.graphics.setColor(0, 0, 0, 1) love.graphics.rectangle("fill", x, y, self.w, self.h) utils.graphics.resetColor() end function Actor3D:draw() self:drawStart() if (self.box ~= nil) then self.box:draw(self.x, self.y, self.z) else local x, y = math.floor(self.x), math.floor(self.y - self.z - self.d + (self.h/2)) self:drawSprite(x, y) end self:drawEnd() end return Actor3D