-- ShapedActor.lua :: Handle the shape of a 2.5D actor. -- It handle terrain box, and shadows --[[ 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 ShapedActor = Object:extend() function ShapedActor:initShape(boxObj, doCastShadows) self.world:registerShape(self) self.boxes = boxObj self.doCastShadows = doCastShadows end function ShapedActor:destroyShape() self:removeOldShadowTargets() if self.box ~= nil then self.world:removeTerrain(self) end self.world:removeShape(self) end -- SHADOW FUNCTIONS -- Handle everything related to shadow function ShapedActor:castShadow() local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d) -- initialize the shadowTargetsPrevious variable if it doesn't exist if (self.shadowTargetsPrevious == nil) then self.shadowTargetsPrevious = {} end for i, target in ipairs(shadowTargets) do -- We test if the actor is below the current actor if (target ~= self) and (target.box ~= nil) then if (target.z + target.d <= self.z + self.d) then -- Remove the target of the list of item targeted last update, -- in order to only have object no longer shadowed after the -- end of the loop for j, oldtarget in ipairs(self.shadowTargetsPrevious) do if (target == oldtarget) then table.remove(self.shadowTargetsPrevious, j) end end -- We update the shadow source local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y) target.box:setShadowSource(self, x, y) end end end -- At this point, if a target is still in the shadowTargetsPrevious list, -- it mean that it's not shadowed. So we can simply remove the shadow. self:removeOldShadowTargets() self.shadowTargetsPrevious = shadowTargets end function ShapedActor:removeOldShadowTargets() if (self.shadowTargetsPrevious ~= nil) then for i, target in ipairs(self.shadowTargetsPrevious) do if (target.box ~= nil) then target.box:removeShadowSource(self) end end end end function ShapedActor:redrawShadowCanvas() if (self.box ~= nil) then self.box:redrawShadowCanvas() end end return ShapedActor