485 lines
11 KiB
Lua
485 lines
11 KiB
Lua
-- BaseActor.lua :: the global implementation of an actor. Basically, it abstract
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-- everything that isn't only 2D or 3D related to the actor system.
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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 cwd = (...):gsub('%.baseactor$', '') .. "."
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local BaseActor = Object:extend()
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local Timer = require(cwd .. "utils.timer")
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function BaseActor:new(world, type, x, y, z, w, h, d, isSolid)
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self.type = type or ""
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self.isSolid = isSolid or false
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self.depth = 0
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self:setManagers(world)
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self:initKeys()
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self:initTimers()
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self:setSprite()
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self:initPhysics(x, y, z, w, h, d)
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self:setDebugColor(1, 1, 1)
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self:register()
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self.useTileCollision = true
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end
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function BaseActor:setProperties(properties)
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-- Do something here
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end
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function BaseActor:setManagers(world)
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self.world = world
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self.scene = world.scene
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self.obj = world.obj
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self.assets = self.scene.assets
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end
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function BaseActor:setDebugColor(r,g,b)
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self.debug = {}
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self.debug.r = r
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self.debug.g = g
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self.debug.b = b
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end
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function BaseActor:register()
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self.world:registerActor(self)
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self.isDestroyed = false
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end
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function BaseActor:destroy()
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self.world:removeActor(self)
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self.isDestroyed = true
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end
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-- PHYSICS FUNCTIONS
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-- Raw implementation of everything common in physics
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function BaseActor:initPhysics(x, y, z, w, h, d)
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self:setCoordinate(x, y, z)
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self.w = w or 0
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self.h = h or 0
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self.d = d or 0
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self.xsp = 0
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self.ysp = 0
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self.zsp = 0
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self.xfrc = 0
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self.yfrc = 0
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self.zfrc = 0
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self:initGravity()
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self:setBounceFactor()
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self:setFilter()
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end
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function BaseActor:setCoordinate(x, y, z, w, h, d)
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self.x = x or self.x
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self.y = y or self.y
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self.z = z or self.z
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end
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function BaseActor:setBounceFactor(newBounceFactor)
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self.bounceFactor = newBounceFactor or 0
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end
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function BaseActor:setFilter()
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-- Init the bump filter
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self.filter = function(item, other)
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if (other.owner == self) then
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-- ignore every collision with our own hitboxes
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return nil
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elseif (other.isSolid) then
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return "slide"
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else
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return "cross"
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end
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end
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end
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function BaseActor:getFuturePosition(dt)
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local dx, dy, dz
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dx = self.x + self.xsp * dt
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dy = self.y + self.ysp * dt
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dz = self.z + self.zsp * dt
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return dx, dy, dz
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end
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function BaseActor:applyFriction(dt)
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self.xsp = utils.math.toZero(self.xsp, self.xfrc * dt)
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self.ysp = utils.math.toZero(self.ysp, self.yfrc * dt)
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self.zsp = utils.math.toZero(self.zsp, self.zfrc * dt)
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end
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function BaseActor:solveAllCollisions(cols)
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for i, col in ipairs(cols) do
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self:collisionResponse(col)
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if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
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self:changeSpeedToCollisionNormal(col.normal)
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end
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end
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end
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function BaseActor:collisionResponse(collision)
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-- here come the response to the collision
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end
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function BaseActor:changeSpeedToCollisionNormal(normal)
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-- Empty function in baseactor
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end
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-- COORDINATE/MOVEMENT FUNCTIONS
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-- Handle coordinate
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function BaseActor:getCenter()
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return (self.x + (self.w / 2)), (self.y + (self.h / 2)), (self.z + (self.d / 2))
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end
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function BaseActor:getViewCenter()
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return self:getCenter()
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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 BaseActor:initGravity()
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if (self.world.gravity.isDefault) then
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self.grav = self.world.gravity.grav
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else
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self.grav = 0
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end
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self.onGround = false
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end
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function BaseActor:setGravity(grav)
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-- It's basically now a function with two roles at once :
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-- - activate the gravity
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-- - use the gravity value the dev want
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self.grav = grav or self.world.gravity.grav
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end
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function BaseActor:applyGravity(dt)
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-- Empty function in baseactor
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end
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function BaseActor:checkGround()
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-- Empty function in baseactor
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end
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-- UPDATE FUNCTIONS
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-- Theses functions are activated every steps
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function BaseActor:updateStart(dt)
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end
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function BaseActor:update(dt)
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self:updateStart(dt)
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self:updateTimers(dt)
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self:autoMove(dt)
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self:updateSprite(dt)
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self:updateEnd(dt)
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end
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function BaseActor:updateEnd(dt)
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end
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function BaseActor:autoMove(dt)
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-- The base actor don't have coordinate
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-- so the autoMove is only usefull to its
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-- 2D and 3D childrens
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end
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-- INPUT FUNCTIONS
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-- get input from the world object
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function BaseActor:initKeys()
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self.keys = core.input.fakekeys
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end
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function BaseActor:getInput(keys)
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self.keys = keys or core.input.fakekeys
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end
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-- TIMER FUNCTIONS
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-- Control the integrated timers of the actor
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function BaseActor:initTimers()
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self.timers = {}
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end
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function BaseActor:addTimer(name, t)
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self.timers[name] = Timer(self, name, t)
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end
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function BaseActor:updateTimers(dt)
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for k,v in pairs(self.timers) do
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v:update(dt)
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end
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end
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function BaseActor:timerResponse(name)
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-- here come the timer responses
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end
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-- HITBOX FUNCTIONS
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-- All functions to handle hitboxes
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function BaseActor:initHitboxes()
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self:initMainHitbox()
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self.hitboxes = {}
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self.hitboxListFile = ""
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self.hitboxList = nil
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end
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function BaseActor:initMainHitbox()
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-- Empty function : don't load ANY real hitbox function into baseactor
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end
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function BaseActor:setHitboxFile(file)
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self.hitboxList = require(file)
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self.hitboxListFile = file
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end
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function BaseActor:getAutomaticHitboxLoading()
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return (self.hitboxList ~= nil)
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end
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function BaseActor:getHitboxFile()
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return self.hitboxListFile
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end
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function BaseActor:getHitboxList(animation, frame)
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if (animation == nil) or (self.hitboxList == nil) then
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return self.hitboxList
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else
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local list = self.hitboxList[animation]
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if (frame == nil) or (list == nil) then
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return list
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else
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return list[frame]
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end
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end
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end
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function BaseActor:updateHitboxes()
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if (self.hitboxList ~= nil) then
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self:purgeHitbox()
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local animation, frame
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animation = self:getCurrentAnimation()
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frame = self:getRelativeFrame()
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local hitboxList = self:getHitboxList(animation, frame)
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if (hitboxList ~= nil) then
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for i,v in ipairs(hitboxList) do
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self:addHitboxFromFrameData(v, animation, frame, i)
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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 BaseActor:checkHitboxesCollisions(filter)
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for k,v in pairs(self.hitboxes) do
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self:checkHitboxCollisions(k, filter)
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end
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end
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function BaseActor:hitboxResponse(name, type, collision)
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-- just a blank placeholder function
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end
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function BaseActor:removeHitbox(name)
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if (self.hitboxes[name] ~= nil) then
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self.hitboxes[name]:destroy()
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self.hitboxes[name] = nil
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end
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end
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function BaseActor:purgeHitbox()
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for k,v in pairs(self.hitboxes) do
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v:destroy()
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end
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self.hitboxes = {}
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end
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function BaseActor:drawHitboxes()
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for k,v in pairs(self.hitboxes) do
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v:draw()
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end
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self:drawMainHitbox()
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end
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function BaseActor:drawMainHitbox()
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if (self.mainHitbox ~= nil) then
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self.mainHitbox:draw()
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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 BaseActor:drawStart()
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end
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function BaseActor:draw()
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self:drawStart()
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self:drawEnd()
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end
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function BaseActor:drawEnd()
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end
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function BaseActor:drawHUD(id, height, width)
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end
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-- SPRITES FUNCTIONS
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-- Handle the sprite of the actor
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function BaseActor:setSprite(spritename, ox, oy)
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self.sprite = {}
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self.sprite.name = spritename or nil
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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.sx = 1
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self.sprite.sy = 1
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self.sprite.exist = (spritename ~= nil)
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self.sprite.clone = nil
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end
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function BaseActor:cloneSprite()
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if self.sprite.name ~= nil then
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self.sprite.clone = self.assets.sprites[self.sprite.name]:clone()
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self.sprite.clone:setCallback(self)
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end
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end
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function BaseActor:changeAnimation(animation, restart)
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if (self.sprite.clone == nil) then
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self.assets.sprites[self.sprite.name]:changeAnimation(animation, restart)
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else
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self.sprite.clone:changeAnimation(animation, restart)
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end
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end
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function BaseActor:animationEnded(animation)
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-- Empty placeholder function
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end
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function BaseActor:setCustomSpeed(customSpeed)
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if (self.sprite.clone == nil) then
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self.assets.sprites[self.sprite.name]:setCustomSpeed(customSpeed)
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else
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self.sprite.clone:setCustomSpeed(customSpeed)
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end
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end
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function BaseActor:updateSprite(dt)
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if (self.sprite.clone ~= nil) then
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self.sprite.clone:update(dt)
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end
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end
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function BaseActor:setSpriteScallingX(sx)
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local sx = sx or 1
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self.sprite.sx = sx
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end
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function BaseActor:setSpriteScallingY(sy)
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local sy = sy or 1
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self.sprite.sy = sy
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end
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function BaseActor:getCurrentAnimation()
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if (self.sprite.clone == nil) then
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return self.assets.sprites[self.sprite.name]:getCurrentAnimation()
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else
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return self.sprite.clone:getCurrentAnimation()
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end
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end
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function BaseActor:getSpriteScalling()
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return self.sprite.sx, self.sprite.sy
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end
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function BaseActor:getFrame()
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if (self.sprite.name ~= nil) then
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if (self.sprite.clone ~= nil) then
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return self.sprite.clone:getFrame()
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else
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return self.assets.sprites[self.sprite.name]:getFrame()
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end
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end
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end
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function BaseActor:getRelativeFrame()
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if (self.sprite.name ~= nil) then
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if (self.sprite.clone ~= nil) then
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return self.sprite.clone:getRelativeFrame()
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else
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return self.assets.sprites[self.sprite.name]:getRelativeFrame()
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end
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end
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end
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function BaseActor:getAnimationDuration()
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if (self.sprite.name ~= nil) then
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if (self.sprite.clone ~= nil) then
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return self.sprite.clone:getAnimationDuration()
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else
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return self.assets.sprites[self.sprite.name]:getAnimationDuration()
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end
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end
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end
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function BaseActor:drawSprite(x, y, r, sx, sy, ox, oy, kx, ky)
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if (self.sprite.name ~= nil) then
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local x = x + self.sprite.ox
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local y = y + self.sprite.oy
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local sx = sx or self.sprite.sx
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local sy = sy or self.sprite.sy
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if (self.sprite.clone ~= nil) then
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self.sprite.clone:draw(x, y, r, sx, sy, ox, oy, kx, ky)
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else
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self.assets.sprites[self.sprite.name]:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
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end
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end
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end
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return BaseActor
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