2021-10-25 23:19:22 +00:00
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Entity = {
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}
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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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}
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2021-10-25 23:19:22 +00:00
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o.class = "Entity"
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2021-10-29 02:15:53 +00:00
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2021-10-25 23:19:22 +00:00
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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_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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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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result = self.pos.x + self.boxCollision.from.x < col.to.x
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and self.pos.x + self.boxCollision.to.x > col.from.x
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and self.pos.y + self.boxCollision.from.y < col.to.y
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and self.pos.y + self.boxCollision.to.y > col.from.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 self.pos.x + self.boxCollision.to.x > entity.pos.x + entity.boxCollision.from.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 self.pos.y + self.boxCollision.to.y > entity.pos.y + entity.boxCollision.from.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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2021-10-29 02:15:53 +00:00
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--[[function Entity:Draw()
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2021-10-25 23:19:22 +00:00
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if self.sprite ~= nil then
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local relative_position_x = self.pos.x - Camera.pos.x
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local relative_position_y = self.pos.y - Camera.pos.y
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local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation))
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local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation))
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local dimensions_x = self.sprite_scale.x * self.sprite_flip.x
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local dimensions_y = self.sprite_scale.y * self.sprite_flip.y
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love.graphics.draw(
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self.sprite,
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relative_position_x + origin_compensation_x * dimensions_x,
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relative_position_y + origin_compensation_y * dimensions_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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if debug_collision then
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love.graphics.setColor(1, 0, 0)
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love.graphics.circle( "line", relative_position_x, relative_position_y, 2 )
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love.graphics.setColor(0, 1 ,0)
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love.graphics.circle( "line",
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relative_position_x + origin_compensation_x * dimensions_x,
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relative_position_y + origin_compensation_y * dimensions_y,
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2
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)
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end
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love.graphics.setColor(1, 1 ,1)
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end
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end
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function Entity:NewAnimation(anim,frames,speed)
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local anim_data = {
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frame = 1,
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subframe = 1,
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path = anim.path,
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frames = anim.frames,
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speed = anim.speed,
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imgs = anim.imgs
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}
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self.animations[#self.animations+1] = anim_data
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return self.animations[#self.animations]
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end
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function DrawAnimationFrame(animation, frame, x, y, rotate, sx, sy)
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local x = x or 0
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local y = y or 0
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local sx = sx or 1
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local sy = sy or 1
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love.graphics.draw(
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animation.imgs[frame],
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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sx,
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sy
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)
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end
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function DrawAnimation(animation, x, y, rotate, sx, sy)
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local x = x or 0
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local y = y or 0
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local sx = sx or 1
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local sy = sy or 1
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if game_paused ~= true then
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-- try to animate
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animation.subframe = animation.subframe + current_dt
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if animation.subframe >= animation.speed then
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animation.frame = animation.frame + 1
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animation.subframe = animation.subframe - animation.speed
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end
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-- cycle
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if animation.frame >= animation.frames+1 then
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animation.frame = animation.frame - animation.frames
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end
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end
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love.graphics.draw(
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animation.imgs[animation.frame],
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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sx,
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sy
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)
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end
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function Entity:Animate()
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2021-10-27 09:06:08 +00:00
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if game_paused ~= true and self.anim.path ~= nil then
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2021-10-25 23:19:22 +00:00
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-- try to animate
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self.anim.subframe = self.anim.subframe + current_dt
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if self.anim.subframe >= self.anim.speed then
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self.anim.frame = self.anim.frame + 1
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self.anim.subframe = self.anim.subframe - self.anim.speed
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end
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-- cycle
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if self.anim.frame >= self.anim.frames+1 then
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self.anim.frame = self.anim.frame - self.anim.frames
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end
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-- change
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self.sprite = self.anim.imgs[self.anim.frame]
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end
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end
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function Entity:LoadAnimation(anim,frames,speed)
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if self.anim.path ~= anim and self.anim.path ~= anim.path then
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if frames ~= nil and speed ~= nil then
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self.anim.path = anim or nil
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self.anim.frames = frames or 4
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self.anim.speed = speed or frames
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else
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self.anim.path = anim.path
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self.anim.frames = anim.frames
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self.anim.speed = anim.speed
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end
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self.anim.imgs = anim.imgs
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end
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end
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2021-10-29 02:15:53 +00:00
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]]--
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2021-10-25 23:19:22 +00:00
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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/player"
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