-- 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 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 Actor3D = Object:extend() Actor3D:implement(BaseActor) Actor3D:implement(SpritedActor) Actor3D:implement(TimedActor) Actor3D:implement(InputActor) Actor3D:implement(PhysicalActor) -- INIT FUNCTIONS -- Initialise the actor and its base functions function Actor3D:new(world, type, x, y, z, w, h, d, isSolid) self:init(world, type) self:initPhysics(x, y, z, w, h, d, isSolid) self:initHitboxes() self:initTimers() self:initSprite() self:initKeys() self.world:registerShape(self) self.boxes = Boxes self.doCastShadows = true end function Actor3D:destroy() self:removeOldShadowTargets() if self.box ~= nil then self.world:removeTerrain(self) end self.world:removeActor(self) self.mainHitbox:destroy() self.world:removeShape(self) self.isDestroyed = true end -- PHYSICS FUNCTIONS -- Handle movement and collisions. function Actor3D:autoMove(dt) self:updateHitboxes() self.onGround = false self:applyGravity(dt) local dx, dy, dz = self:getFuturePosition(dt) local newx, newy, newz, cols, colNumber = self:move(dx, dy, dz) -- apply after the movement the friction, until the player stop -- note: the friction is applied according to the delta time, -- thus the friction should be how much speed is substracted in 1 second self:solveAllCollisions(cols) self:applyFriction(dt) 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:checkCollision(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:checkCollision(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:checkCollision(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:checkCollision(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:addHitboxFromFrameData(framedata, animationID, frameID, hitboxID) local sx, sy = self:getSpriteScalling() local type = framedata[1] local data = framedata[2] local isSolid = framedata[3] or false local anim = animationID or "null" local frame = frameID or 0 local id = hitboxID or 0 if (type == "main") then self.mainHitbox:setFromData(data, sx, sy) else local hitboxName = anim .. frame .. type .. id self:addHitbox(hitboxName, type, data, sx, sy, isSolid) return hitboxName end end function Actor3D:initMainHitbox() self.mainHitbox = Hitbox(self, self.type, {0, 0, 0, self.w, self.h, self.d}, 1, 1, self.isSolid) self.mainHitbox:advertiseAsMainHitbox() end function Actor3D:addHitbox(name, type, data, sx, sy, isSolid) if (self.hitboxes[name] ~= nil) then core.debug:warning("actor3D", "the hitbox " .. name .. " already exists") else local hitbox = Hitbox(self, type, data, sx, sy, isSolid) self.hitboxes[name] = hitbox return hitbox end end function Actor3D:checkHitboxCollisions(name, filter) self:checkHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter) end function Actor3D:checkHitboxCollisionsAtPoint(name, dx, dy, dz, filter) local x, y, z, cols, colNumber = dx, dy, dz, {}, 0 local filter = filter or self.filter if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then x, y, z, cols, colNumber = self.hitboxes[name]:checkCollision(dx, dy, dz, filter) local type = self.hitboxes[name].type for i, col in ipairs(cols) do self:hitboxResponse(name, type, col) end end return x, y, z, cols, colNumber end -- SHADOW FUNCTIONS -- Handle everything related to shadow function Actor3D: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 Actor3D: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 Actor3D:redrawShadowCanvas() if (self.box ~= nil) then self.box:redrawShadowCanvas() end 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:getShape() return (self.x), (self.y - self.z - self.d), self.w, (self.h + self.d) 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