sonic-radiance/sonic-radiance.love/birb/modules/world/actors/utils/hitbox2D.lua
2021-05-05 08:30:32 +02:00

151 lines
4.1 KiB
Lua

-- hitbox2D.lua :: a basic 2D hitbox object. It's used by the actors to check
-- collisions and to handle different type of responses.
--[[
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 Hitbox2D = Object:extend()
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function Hitbox2D:new(owner, type, ox, oy, w, h, isSolid)
self.owner = owner
self.world = owner.world
self.type = type
self.ox = ox
self.oy = oy
self.x, self.y = self:getPosition()
self.w = w
self.h = h
self.isSolid = isSolid
self.isMainHitBox = false
self:setDebugColor(0,0,0)
self:register()
end
function Hitbox2D:advertiseAsMainHitbox()
self.isMainHitBox = true
end
function Hitbox2D:modify(ox, oy, w, h)
self.ox = ox
self.oy = oy
self.x, self.y = self:getPosition()
self.w = w
self.h = h
end
function Hitbox2D:setDebugColor(r,g,b)
self.debug = {}
self.debug.r = r
self.debug.g = g
self.debug.b = b
end
function Hitbox2D:register()
self.world:registerBody(self)
end
function Hitbox2D:destroy()
self.world:removeBody(self)
end
-- COORDINATE FUNCTIONS
-- Handle Hitbox position
function Hitbox2D:updatePosition()
self.x, self.y = self:getPosition()
self.world:updateBody(self)
return self.x, self.y
end
function Hitbox2D:getPosition()
return self.ox + self.owner.x, self.oy + self.owner.y
end
function Hitbox2D:getOwnerPosition()
return self.x - self.ox, self.y - self.oy
end
function Hitbox2D:getNewOwnerPosition(x, y)
return x - self.ox, y - self.oy
end
function Hitbox2D:getCenter()
return self.x + (self.w/2), self.y + (self.h/2)
end
-- COLLISION FUNCTIONS
-- Handle Hitbox position
function Hitbox2D:checkCollision(dx, dy, filter)
self:updatePosition()
local nx, ny = self.ox + dx, self.oy + dy
if (self.owner.useTileCollision and self.world.map.supportTileCollision) then
if (self:checkTileCollision(nx, self.y)) then
nx = self.x
local relx = dx - self.x
for i = 1, math.ceil(math.abs(relx)), 1 do
local nnx = self.x + i * utils.math.sign(relx)
if (not self:checkTileCollision(nnx, self.y)) then
nx = nnx
end
end
self.owner.xsp = 0
end
if (self:checkTileCollision(self.x, ny)) then
ny = self.y
local rely = dy - self.y
for i = 1, math.ceil(math.abs(rely)), 1 do
local nny = self.y + i * utils.math.sign(rely)
if (not self:checkTileCollision(self.x, nny)) then
ny = nny
end
end
self.owner.ysp = 0
end
end
local x, y, cols, colNumber = self.world:checkCollision(self, nx, ny, filter)
local newx, newy = self:getNewOwnerPosition(x, y)
return newx, newy, cols, colNumber
end
function Hitbox2D:checkTileCollision(dx, dy)
return self.world:haveTileTypeInRect(dx + 1, dy + 1, self.w - 2, self.h - 2, "solid")
end
-- DRAW FUNCTIONS
-- Just some debug function to draw hitbox
function Hitbox2D:draw()
local x, y = self:getPosition()
love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1)
utils.graphics.box(x, y, self.w, self.h)
utils.graphics.resetColor()
end
return Hitbox2D