270 lines
8.1 KiB
Lua
270 lines
8.1 KiB
Lua
-- actor3D.lua :: the implementation of a 2D actor. It contain every element
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-- needed to create your own 2D actors.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Hitbox = require("birb.modules.world.actors.utils.hitbox3D")
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local Boxes = require("birb.modules.world.actors.utils.boxes")
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local BaseActor = require("birb.modules.world.actors.mixins.base")
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local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
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local TimedActor = require("birb.modules.world.actors.mixins.timers")
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local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local Actor3D = Object:extend()
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Actor3D:implement(BaseActor)
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Actor3D:implement(SpritedActor)
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Actor3D:implement(TimedActor)
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Actor3D:implement(InputActor)
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Actor3D:implement(PhysicalActor)
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
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self:init(world, type)
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self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
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self:initTimers()
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self:initSprite()
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self:initKeys()
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self.world:registerShape(self)
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self.boxes = Boxes
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self.doCastShadows = true
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end
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function Actor3D:destroy()
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self:removeOldShadowTargets()
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if self.box ~= nil then
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self.world:removeTerrain(self)
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end
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self.world:removeActor(self)
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self.mainHitbox:destroy()
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self.world:removeShape(self)
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self.isDestroyed = true
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end
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-- PHYSICS FUNCTIONS
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-- Handle movement and collisions.
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function Actor3D:autoMove(dt)
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self:updateHitboxes()
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self.onGround = false
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self:applyGravity(dt)
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local dx, dy, dz = self:getFuturePosition(dt)
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local newx, newy, newz, cols, colNumber = self:move(dx, dy, dz)
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-- apply after the movement the friction, until the player stop
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-- note: the friction is applied according to the delta time,
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-- thus the friction should be how much speed is substracted in 1 second
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self:solveAllCollisions(cols)
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self:applyFriction(dt)
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end
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function Actor3D:changeSpeedToCollisionNormal(normal)
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local xsp, ysp, zsp = self.xsp, self.ysp, self.zsp
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local nx, ny, nz = normal.x, normal.y, normal.z
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if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then
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xsp = -xsp * self.bounceFactor
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end
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if (ny < 0 and ysp > 0) or (ny > 0 and ysp < 0) then
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ysp = -ysp * self.bounceFactor
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end
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if (nz < 0 and zsp > 0) or (nz > 0 and zsp < 0) then
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zsp = -zsp * self.bounceFactor
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end
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self.xsp, self.ysp, self.zsp = xsp, ysp, zsp
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end
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function Actor3D:move(dx, dy, dz)
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local cols, colNumber = {}, 0
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local oldx, oldy, oldz = self.x, self.y, self.z
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if (self.isDestroyed == false) then
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self.x, self.y, self.z, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, dz, self.filter)
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self.mainHitbox:updatePosition()
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self.world:updateShape(self)
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end
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if (oldx ~= self.x) or (oldy ~= self.y) or (oldz ~= self.z) or (self.shadowTargetsPrevious == nil) then
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if (self.doCastShadows) then
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self:castShadow()
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end
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end
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return self.x, self.y, self.z, cols, colNumber
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end
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function Actor3D:checkCollisionAtPoint(dx, dy, dz)
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local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
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if (self.isDestroyed == false) then
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x, y, z, cols, colNumber = self.mainHitbox:checkCollisionAtPoint(dx, dy, dz, self.filter)
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end
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return self.x, self.y, self.z, cols, colNumber
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end
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-- GRAVITY SYSTEM FUNCTIONS
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-- All functions related to gravity
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function Actor3D:applyGravity(dt)
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local grav = self.grav * -1
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self.zsp = self.zsp + (grav * dt)
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if utils.math.sign(self.zsp) == utils.math.sign(grav) then
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self:checkGround( )
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end
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end
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function Actor3D:checkGround()
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local dx, dy, dz = self.x, self.y, self.z - utils.math.sign(self.grav)
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local newx, newy, newz, cols, colNumber = self:checkCollisionAtPoint(dx, dy, dz)
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for i, col in ipairs(cols) do
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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if not (self.grav == 0) then
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if col.normal.z == utils.math.sign(self.grav) then self.onGround = true end
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end
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end
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end
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end
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-- COORDINATE/MOVEMENT FUNCTIONS
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-- Handle coordinate
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function Actor3D:getViewCenter()
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local x, y, z = self:getCenter()
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return x, y - (self.d/2)
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end
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-- HITBOXES FUNCTIONS
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-- Functions related to actor hitboxes
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function Actor3D:packForHitbox()
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return {0, 0, 0, self.w, self.h, self.d}
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end
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function Actor3D:checkHitboxCollisions(name, filter)
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self:applyHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter)
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end
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function Actor3D:applyHitboxCollisionsAtPoint(name, dx, dy, dz, filter)
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local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
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local filter = filter or self.filter
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if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
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x, y, z, cols, colNumber = self.hitboxes[name]:checkCollisionAtPoint(dx, dy, dz, filter)
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local type = self.hitboxes[name].type
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for i, col in ipairs(cols) do
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self:hitboxResponse(name, type, col)
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end
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end
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return x, y, z, cols, colNumber
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end
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-- SHADOW FUNCTIONS
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-- Handle everything related to shadow
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function Actor3D:castShadow()
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local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
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-- initialize the shadowTargetsPrevious variable if it doesn't exist
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if (self.shadowTargetsPrevious == nil) then
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self.shadowTargetsPrevious = {}
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end
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for i, target in ipairs(shadowTargets) do
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-- We test if the actor is below the current actor
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if (target ~= self) and (target.box ~= nil) then
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if (target.z + target.d <= self.z + self.d) then
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-- Remove the target of the list of item targeted last update,
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-- in order to only have object no longer shadowed after the
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-- end of the loop
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for j, oldtarget in ipairs(self.shadowTargetsPrevious) do
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if (target == oldtarget) then
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table.remove(self.shadowTargetsPrevious, j)
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end
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end
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-- We update the shadow source
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local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y)
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target.box:setShadowSource(self, x, y)
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end
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end
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end
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-- At this point, if a target is still in the shadowTargetsPrevious list,
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-- it mean that it's not shadowed. So we can simply remove the shadow.
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self:removeOldShadowTargets()
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self.shadowTargetsPrevious = shadowTargets
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end
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function Actor3D:removeOldShadowTargets()
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if (self.shadowTargetsPrevious ~= nil) then
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for i, target in ipairs(self.shadowTargetsPrevious) do
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if (target.box ~= nil) then
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target.box:removeShadowSource(self)
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end
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end
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end
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end
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function Actor3D:redrawShadowCanvas()
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if (self.box ~= nil) then
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self.box:redrawShadowCanvas()
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end
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end
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-- DRAW FUNCTIONS
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-- Draw the actors.
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function Actor3D:drawShadow(x, y)
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.rectangle("fill", x, y, self.w, self.h)
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utils.graphics.resetColor()
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end
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function Actor3D:getShape()
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return (self.x), (self.y - self.z - self.d), self.w, (self.h + self.d)
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end
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function Actor3D:draw()
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self:drawStart()
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if (self.box ~= nil) then
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self.box:draw(self.x, self.y, self.z)
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else
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local x, y = math.floor(self.x), math.floor(self.y - self.z - self.d + (self.h/2))
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self:drawSprite(x, y)
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end
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self:drawEnd()
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end
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return Actor3D
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