-- BaseActor.lua :: the global implementation of an actor. Basically, it abstract -- everything that isn't only 2D or 3D related to the actor system. --[[ 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 BaseActor = Object:extend() -- INIT FUNCTIONS -- Initialise the actor and its base functions function BaseActor:init(world, type, x, y, z, w, h, d, isSolid) self.type = type or "" self.isSolid = isSolid or false self.depth = 0 self.updateFunctions = {} self:setManagers(world) self:setDebugColor(1, 1, 1) self:register() self.useTileCollision = true end function BaseActor:setProperties(properties) -- Do something here end function BaseActor:addUpdateFunction(func) table.insert(self.updateFunctions, func) end function BaseActor:applyUpdateFunctions(dt) for key, func in ipairs(self.updateFunctions) do func(self, dt) end end function BaseActor:setManagers(world) self.world = world self.scene = world.scene self.obj = world.obj self.assets = self.scene.assets end function BaseActor:setDebugColor(r,g,b) self.debug = {} self.debug.r = r self.debug.g = g self.debug.b = b end function BaseActor:register() self.world:registerActor(self) self.isDestroyed = false end function BaseActor:destroy() self.world:removeActor(self) self.isDestroyed = true end -- UPDATE FUNCTIONS -- Theses functions are activated every steps function BaseActor:updateStart(dt) end function BaseActor:update(dt) self:updateStart(dt) self:applyUpdateFunctions(dt) self:updateEnd(dt) end function BaseActor:updateEnd(dt) end -- DRAW FUNCTIONS -- Draw the actors. function BaseActor:drawStart() end function BaseActor:draw() self:drawStart() self:drawEnd() end function BaseActor:drawEnd() end function BaseActor:drawHUD(id, height, width) end return BaseActor