sonic-radiance/sonic-radiance.love/birb/modules/world/actors/actor3D.lua
2022-05-26 13:12:08 +02:00

182 lines
5.6 KiB
Lua

-- 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 BasicBox = require "birb.classes.3D.box"
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 Shape3DActor = require("birb.modules.world.actors.mixins.shapes")
local StateMachine = require("birb.classes.states")
local Actor3D = BasicBox:extend()
Actor3D:implement(BaseActor)
Actor3D:implement(SpritedActor)
Actor3D:implement(TimedActor)
Actor3D:implement(InputActor)
Actor3D:implement(PhysicalActor)
Actor3D:implement(Shape3DActor)
Actor3D:implement(StateMachine)
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
Actor3D.super.new(self, x, y, z, w, h, d)
self:init(world, type)
self:initPhysics(Hitbox, isSolid)
self:initTimers()
self:initSprite()
self:initKeys()
self:initShape(Boxes, true)
self:initStates()
end
function Actor3D:destroy()
self:destroyShape()
self.mainHitbox:destroy()
self.world:removeActor(self)
self.isDestroyed = true
end
-- PHYSICS FUNCTIONS
-- Handle movement and collisions.
function Actor3D:moveToFuturePosition(dt)
local dx, dy, dz = self:getFuturePosition(dt)
local _, _, _, cols, colNumber = self:move(dx, dy, dz)
return cols, colNumber
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:checkCollisionAtPoint(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:checkCollisionAtPoint(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:checkCollisionAtPoint(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:checkCollisionAtPoint(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:packForHitbox()
return {0, 0, 0, self.w, self.h, self.d}
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: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