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