181 lines
5.4 KiB
Lua
181 lines
5.4 KiB
Lua
-- actor2D.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 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 Actor2D = Object:extend()
|
|
Actor2D:implement(BaseActor)
|
|
Actor2D:implement(SpritedActor)
|
|
Actor2D:implement(TimedActor)
|
|
Actor2D:implement(InputActor)
|
|
Actor2D:implement(PhysicalActor)
|
|
|
|
local Hitbox = require "birb.modules.world.actors.utils.hitbox2D"
|
|
|
|
-- INIT FUNCTIONS
|
|
-- Initialise the actor and its base functions
|
|
|
|
function Actor2D:new(world, type, x, y, w, h, isSolid)
|
|
self:init(world, type)
|
|
self:initPhysics(Hitbox, x, y, 0, w, h, 0, isSolid)
|
|
self:initTimers()
|
|
self:initSprite()
|
|
self:initKeys()
|
|
end
|
|
|
|
function Actor2D:destroy()
|
|
self.world:removeActor(self)
|
|
self.mainHitbox:destroy()
|
|
self.isDestroyed = true
|
|
end
|
|
|
|
-- PHYSICS FUNCTIONS
|
|
-- Handle movement and collisions.
|
|
|
|
function Actor2D:autoMove(dt)
|
|
self:updateHitboxes()
|
|
self.onGround = false
|
|
self:applyGravity(dt)
|
|
|
|
local dx, dy = self:getFuturePosition(dt)
|
|
local newx, newy, cols, colNumber = self:move(dx, dy)
|
|
|
|
-- 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 Actor2D:changeSpeedToCollisionNormal(normal)
|
|
local xsp, ysp = self.xsp, self.ysp
|
|
local nx, ny = normal.x, normal.y
|
|
|
|
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
|
|
|
|
self.xsp, self.ysp = xsp, ysp
|
|
end
|
|
|
|
function Actor2D:move(dx, dy)
|
|
local cols, colNumber = {}, 0
|
|
if (self.isDestroyed == false) then
|
|
self.x, self.y, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, self.filter)
|
|
self.mainHitbox:updatePosition()
|
|
end
|
|
return self.x, self.y, cols, colNumber
|
|
end
|
|
|
|
function Actor2D:checkCollisionAtPoint(dx, dy)
|
|
local x, y, cols, colNumber = dx, dy, {}, 0
|
|
if (self.isDestroyed == false) then
|
|
x, y, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, self.filter)
|
|
end
|
|
return self.x, self.y, cols, colNumber
|
|
end
|
|
|
|
-- GRAVITY SYSTEM FUNCTIONS
|
|
-- All functions related to gravity
|
|
|
|
function Actor2D:applyGravity(dt)
|
|
self.ysp = self.ysp + self.grav * dt
|
|
|
|
if utils.math.sign(self.ysp) == utils.math.sign(self.grav) then
|
|
self:checkGround( )
|
|
end
|
|
end
|
|
|
|
function Actor2D:checkGround()
|
|
local dx, dy = self.x, self.y + utils.math.sign(self.grav)
|
|
local newx, newy, cols, colNumber = self:checkCollisionAtPoint(dx, dy)
|
|
|
|
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.y ~= utils.math.sign(self.grav) then self.onGround = true end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- COORDINATE/MOVEMENT FUNCTIONS
|
|
-- Handle coordinate
|
|
|
|
function Actor2D:getViewCenter()
|
|
local x, y = self:getCenter()
|
|
return x, y
|
|
end
|
|
|
|
-- HITBOXES FUNCTIONS
|
|
-- Functions related to actor hitboxes
|
|
|
|
function Actor2D:packForHitbox()
|
|
return {0, 0, self.w, self.h}
|
|
end
|
|
|
|
function Actor2D:checkHitboxCollisions(name, filter)
|
|
self:applyHitboxCollisionsAtPoint(name, self.x, self.y, filter)
|
|
end
|
|
|
|
function Actor2D:applyHitboxCollisionsAtPoint(name, dx, dy, filter)
|
|
local x, y, cols, colNumber = dx, dy, {}, 0
|
|
local filter = filter or self.filter
|
|
if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
|
|
x, y, cols, colNumber = self.hitboxes[name]:checkCollisionAtPoint(dx, dy, filter)
|
|
local type = self.hitboxes[name].type
|
|
|
|
for i, col in ipairs(cols) do
|
|
self:hitboxResponse(name, type, col)
|
|
end
|
|
end
|
|
|
|
return x, y, cols, colNumber
|
|
end
|
|
|
|
-- DRAW FUNCTIONS
|
|
-- Draw the actors.
|
|
|
|
function Actor2D:getShape()
|
|
return (self.x), (self.y), self.w, (self.h)
|
|
end
|
|
|
|
function Actor2D:draw()
|
|
self:drawStart()
|
|
local x, y = math.floor(self.x), math.floor(self.y)
|
|
self:drawSprite(x, y)
|
|
self:drawEnd()
|
|
end
|
|
|
|
return Actor2D
|