2022-01-17 23:14:54 +00:00
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Entity = {class = "Entity"}
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2021-10-25 23:19:22 +00:00
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function Entity:New(x,y)
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o = {}
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o.pos = {x = x, y = y}
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o.vel = {x = 0, y = 0}
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2021-11-28 02:38:30 +00:00
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o.boxCollision = {
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from = {x = x, y = y},
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to = {x = x, y = y},
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2021-11-28 02:38:30 +00:00
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}
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2022-01-17 23:14:54 +00:00
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o.target_offset = {x = 0, y = 0}
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o.sprite_offset = {x = 0, y = 0}
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o.sprite_scale = {x = 1, y = 1}
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o.sprite_rotation = math.rad(0)
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o.sprite_tint = {1,1,1}
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o.sprite_flip = { x = 1, y = 1}
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2021-10-27 09:06:08 +00:00
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o.illuminated = false
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2021-11-28 02:38:30 +00:00
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2021-10-25 23:19:22 +00:00
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setmetatable(o, self)
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self.__index = self
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return o
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end
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2022-01-17 23:14:54 +00:00
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function Entity:centerOffset(animation,x,y)
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local x = x or 0
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local y = y or 0
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self.sprite_offset.x = animation.imgs[1]:getWidth()/2 + x
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self.sprite_offset.y = animation.imgs[1]:getHeight()/2 + y
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end
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function Entity:getBoundingBox(animation,left,right,top,bottom)
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local left = left or 0
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local right = right or 0
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local top = top or 0
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local bottom = bottom or 0
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self.boxCollision.from.x = -animation.imgs[1]:getWidth()/2 + left
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self.boxCollision.to.x = animation.imgs[1]:getWidth()/2 + right
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self.boxCollision.from.y = -animation.imgs[1]:getHeight()/2 + top
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self.boxCollision.to.y = animation.imgs[1]:getHeight()/2 + bottom
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end
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function Entity:Draw(animation)
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local c1, c2, c3, a = love.graphics.getColor()
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love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3])
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animation:Draw(
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self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
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self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
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self.sprite_rotation,
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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love.graphics.setColor(c1,c2,c3,a)
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end
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2021-11-28 02:38:30 +00:00
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-- returns true if theres a collision at that point. also marks collisioned tile as collision true
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function Entity:isCollidingAt(x,y,object)
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local result = false
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for _, col in pairs(object) do
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2022-01-17 23:14:54 +00:00
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result = x + self.boxCollision.from.x < col.to.x
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and col.from.x < x + self.boxCollision.to.x
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and y + self.boxCollision.from.y < col.to.y
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and col.from.y < y + self.boxCollision.to.y
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if result == true then break end
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end
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return result
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end
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function Entity:isCollidingWith(entity)
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return self.pos.x + self.boxCollision.from.x < entity.pos.x + entity.boxCollision.to.x
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and entity.pos.x + entity.boxCollision.from.x < self.pos.x + self.boxCollision.to.x
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and self.pos.y + self.boxCollision.from.y < entity.pos.y + entity.boxCollision.to.y
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and entity.pos.y + entity.boxCollision.from.y < self.pos.y + self.boxCollision.to.y
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end
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2021-10-25 23:19:22 +00:00
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2021-11-28 02:38:30 +00:00
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function Entity:isCollidingAtAll(x,y)
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local result = false
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if not result then
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result = self:isCollidingAt(x,y,objects.collisions)
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end
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if not result then
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result = self:isCollidingAt(x,y,objects.ladders)
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end
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if not result then
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result = self:isCollidingAt(x,y,objects.platforms)
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end
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return result
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2021-10-25 23:19:22 +00:00
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end
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require "data/scripts/entities/kupo"
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require "data/scripts/entities/arrow"
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require "data/scripts/entities/decoration"
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require "data/scripts/entities/player"
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require "data/scripts/entities/fairy"
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