170 lines
4.5 KiB
Lua
170 lines
4.5 KiB
Lua
-- hitbox2D.lua :: a basic 2D hitbox object. It's used by the actors to check
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-- collisions and to handle different type of responses.
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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 Hitbox2D = Object:extend()
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function Hitbox2D:new(owner, type, data, sx, sy, isSolid)
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self.owner = owner
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self.world = owner.world
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self.type = type
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self:setFromData(data, sx, sy)
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self.x, self.y = self:getPosition()
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self.isSolid = isSolid
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self.isMainHitBox = false
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self:setDebugColor(0,0,0)
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self:register()
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end
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function Hitbox2D:advertiseAsMainHitbox()
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self.isMainHitBox = true
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end
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function Hitbox2D:modify(ox, oy, w, h)
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self.ox = ox
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self.oy = oy
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self.x, self.y = self:getPosition()
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self.w = w
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self.h = h
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end
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function Hitbox2D:setFromData(data, sx, sy)
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self.ox = data[1]
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self.oy = data[2]
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self.w = data[3]
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self.h = data[4]
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self:applyScale(sx, sy)
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end
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function Hitbox2D:applyScale(sx, sy)
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local sx = sx or 1
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local sy = sy or 1
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if (sx < 0) then
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self.ox = self.owner.w - self.ox - self.w
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end
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if (sy < 0) then
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self.oy = self.owner.h - self.oy - self.h
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end
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end
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function Hitbox2D: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 Hitbox2D:register()
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self.world:registerBody(self)
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end
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function Hitbox2D:destroy()
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self.world:removeBody(self)
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end
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-- COORDINATE FUNCTIONS
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-- Handle Hitbox position
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function Hitbox2D:updatePosition()
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self.x, self.y = self:getPosition()
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self.world:updateBody(self)
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return self.x, self.y
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end
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function Hitbox2D:getPosition()
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return self.ox + self.owner.x, self.oy + self.owner.y
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end
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function Hitbox2D:getOwnerPosition()
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return self.x - self.ox, self.y - self.oy
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end
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function Hitbox2D:getNewOwnerPosition(x, y)
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return x - self.ox, y - self.oy
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end
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function Hitbox2D:getCenter()
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return self.x + (self.w/2), self.y + (self.h/2)
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end
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-- COLLISION FUNCTIONS
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-- Handle Hitbox position
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function Hitbox2D:checkCollision(dx, dy, filter)
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self:updatePosition()
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local nx, ny = self.ox + dx, self.oy + dy
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if (self.owner.useTileCollision and self.world.map.supportTileCollision) then
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if (self:checkTileCollision(nx, self.y)) then
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nx = self.x
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local relx = dx - self.x
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for i = 1, math.ceil(math.abs(relx)), 1 do
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local nnx = self.x + i * utils.math.sign(relx)
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if (not self:checkTileCollision(nnx, self.y)) then
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nx = nnx
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end
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end
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self.owner.xsp = 0
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end
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if (self:checkTileCollision(self.x, ny)) then
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ny = self.y
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local rely = dy - self.y
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for i = 1, math.ceil(math.abs(rely)), 1 do
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local nny = self.y + i * utils.math.sign(rely)
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if (not self:checkTileCollision(self.x, nny)) then
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ny = nny
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end
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end
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self.owner.ysp = 0
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end
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end
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local x, y, cols, colNumber = self.world:checkCollision(self, nx, ny, filter)
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local newx, newy = self:getNewOwnerPosition(x, y)
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return newx, newy, cols, colNumber
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end
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function Hitbox2D:checkTileCollision(dx, dy)
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return self.world:haveTileTypeInRect(dx + 1, dy + 1, self.w - 2, self.h - 2, "solid")
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end
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-- DRAW FUNCTIONS
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-- Just some debug function to draw hitbox
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function Hitbox2D:draw()
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local x, y = self:getPosition()
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love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1)
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utils.graphics.box(x, y, self.w, self.h)
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utils.graphics.resetColor()
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end
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return Hitbox2D
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