local BaseEntity = Object:extend() -- On créer la classe des entitées, c'est la classe de base function BaseEntity:new(controller, x, y, z) self.depth = 0 self.x = x self.y = y self.z = z or 0 self.direction = 1 --self.id = self.world.creationID self.controller = controller self.assets = self.controller.assets self.isHero = false self.isActor = false self.isEnnemy = false self:register() end function BaseEntity:register() self.controller.battlearena:registerEntity(self) self.id = self.controller.battlearena.globalID end function BaseEntity:setSprite(name, ox, oy, active) self.sprite = {} self.sprite.name = name self.sprite.ox = ox or 0 self.sprite.oy = oy or 0 self.sprite.active = active or false end function BaseEntity:drawSprite(tx, ty) utils.graphics.resetColor() local x, y = self.controller.battlearena:gridToPixel(self.x, self.y, true) local tx = tx or 0 local ty = ty or 0 if (self.sprite.active) then self.assets.sprites[self.sprite.name]:drawAnimation(x + tx, y + ty, 0, self.direction, 1, self.sprite.ox, self.sprite.oy) end end function BaseEntity:update(dt) -- lol end function BaseEntity:draw() end function BaseEntity:drawShadow() local x, y = self.controller.battlearena:gridToPixel(self.x, self.y, true) love.graphics.draw(self.controller.battlearena.textures.shadow, x, y, 0, 1, 1, 12, 5) end return BaseEntity