Cleaned collisions.lua, objobjects.lua. Fixed level optimization typo. Added fairy FCS (altitude hold).
This commit is contained in:
parent
010c19b10f
commit
1f7d967f77
|
@ -2,13 +2,17 @@ return {
|
|||
name = "test",
|
||||
tileset = tileset.library,
|
||||
tiles = {
|
||||
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
|
||||
{ 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
|
||||
{ 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
||||
{ 1, 14, 14, 14, 14, 14, 14, 1, 14, 14, 14, 14, 14, 14, 14, 1},
|
||||
{ 1, 4, 0, 0, 0, 0, 2, 14, 4, 0, 0, 0, 0, 0, 2, 1},
|
||||
{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
|
||||
{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
|
||||
{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
|
||||
{ 1, 4, 0, 0, 0, 0, 2, 13, 4, 0, 0, 0, 0, 0, 2, 1},
|
||||
{ 1, 13, 13, 13, 13, 13, 13, 1, 4, 0, 0, 0, 0, 0, 2, 1},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 2, 1},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
||||
},
|
||||
objects = {}
|
||||
}
|
|
@ -2,31 +2,28 @@ Collision = {}
|
|||
--[[
|
||||
Collision
|
||||
|
||||
[bool] isDisabled
|
||||
[bool flag] isDisabled
|
||||
> if true used for collision
|
||||
|
||||
[bool] isActive
|
||||
> if true, this collision is active (on collision, duh)
|
||||
|
||||
[bool] isColliding
|
||||
[bool flag] isColliding
|
||||
> if true, this collision is colliding
|
||||
|
||||
[2d pos] from - x, y
|
||||
[vec2 position] from - x, y
|
||||
> top right corner of collision box
|
||||
|
||||
[2d pos] to - x, y
|
||||
[vec2 position] to - x, y
|
||||
> bottom left corner of collision box
|
||||
|
||||
[int] width
|
||||
[int property] width
|
||||
> width of collision box
|
||||
|
||||
[int] height
|
||||
[int property] height
|
||||
> height of collision box
|
||||
--]]
|
||||
|
||||
-- can also be called with only ox and oy, where they become the width and height instead
|
||||
function Collision:New(ox,oy,tx,ty)
|
||||
local o = {isColliding = false, isDisabled = false, isActive = false}
|
||||
local o = {isColliding = false, isDisabled = false}
|
||||
|
||||
if tx ~= nil and ty ~= nil then
|
||||
o.from = {x = ox, y = oy}
|
||||
|
@ -65,8 +62,6 @@ end
|
|||
function Collision:Draw(color)
|
||||
if self.isColliding == true then
|
||||
love.graphics.setColor(0,1,0,0.5)
|
||||
elseif self.isActive == 1 then
|
||||
love.graphics.setColor(0,1,1,0.5)
|
||||
elseif color == 1 then
|
||||
love.graphics.setColor(1,0,0,0.5)
|
||||
elseif color == 2 then
|
||||
|
|
|
@ -5,9 +5,11 @@ Fairy = Entity:New(x,y)
|
|||
|
||||
-- behaviour
|
||||
o.pos = {x = x, y = y}
|
||||
o.speed = 1
|
||||
o.speed = 1.4
|
||||
o.range = 20
|
||||
o.vision_range = 120
|
||||
o.target = {x = x, y = y}
|
||||
o.hover_distance = 60
|
||||
|
||||
-- animations
|
||||
o.body = Animation:New(animation.fairy.flying)
|
||||
|
@ -32,9 +34,30 @@ Fairy = Entity:New(x,y)
|
|||
|
||||
function Fairy:Smart()
|
||||
|
||||
if self:CheckVisionLine(main_Player) then
|
||||
if self:CheckVisionLine(main_Player,self.vision_range) then
|
||||
|
||||
self.target.x = main_Player.pos.x + main_Player.target_offset.x
|
||||
self.target.y = main_Player.pos.y + main_Player.target_offset.y
|
||||
|
||||
local below = 1
|
||||
while not isThereObjectAt(
|
||||
self.target.x,
|
||||
self.target.y + below * game.scale,
|
||||
LoadedObjects.Collisions
|
||||
) do
|
||||
below = below + 1
|
||||
if below >= self.hover_distance then break end
|
||||
end
|
||||
local top = 1
|
||||
while not isThereObjectAt(
|
||||
self.target.x,
|
||||
self.target.y - top * game.scale,
|
||||
LoadedObjects.Collisions
|
||||
) do
|
||||
top = top + 1
|
||||
if top >= self.hover_distance then break end
|
||||
end
|
||||
self.target.y = self.target.y - top + below
|
||||
end
|
||||
|
||||
local distance_x = self.target.x - self.pos.x
|
||||
|
@ -55,16 +78,12 @@ function Fairy:Smart()
|
|||
|
||||
local particle_data = {
|
||||
animation = animation.particle.simple,
|
||||
sprite_tint = HEX2RGB("#fe00d1"),
|
||||
sprite_tint = HEX2RGB("#fed100"),
|
||||
direction = angle-math.rad(180+math.random(60)-30),
|
||||
speed = 0.8*(distance/50),
|
||||
speed_increase = -0.01,
|
||||
}
|
||||
Particle:New(
|
||||
self.pos.x,
|
||||
self.pos.y,
|
||||
particle_data
|
||||
)
|
||||
Particle:New(self.pos.x,self.pos.y,particle_data)
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -75,17 +94,20 @@ function Fairy:HandleAnimation()
|
|||
end
|
||||
|
||||
function Fairy:DoPhysics()
|
||||
local random_x = math.random(-2, 2)/10
|
||||
local random_y = math.random(-2, 2)/10
|
||||
local random_x = math.random(-4, 4)/10
|
||||
local random_y = math.random(-4, 4)/10
|
||||
|
||||
self.vel.x = self.vel.x + random_x
|
||||
self.vel.y = self.vel.y + random_y
|
||||
-- move
|
||||
|
||||
self:CollisionMove()
|
||||
self.vel.x = 0
|
||||
self.vel.y = 0
|
||||
|
||||
self:LightAdjust()
|
||||
end
|
||||
|
||||
function Fairy:Debug()
|
||||
Entity.Debug(self)
|
||||
self:CheckVisionLineDebug(main_Player)
|
||||
self:CheckVisionLineDebug(main_Player,self.vision_range)
|
||||
end
|
||||
|
|
|
@ -73,7 +73,7 @@ function Entity:Kill()
|
|||
self = nil
|
||||
end
|
||||
|
||||
function Entity:CheckVisionLine(entity)
|
||||
function Entity:CheckVisionLine(entity,range)
|
||||
local target_x = entity.pos.x + entity.target_offset.x
|
||||
local target_y = entity.pos.y + entity.target_offset.y
|
||||
|
||||
|
@ -83,8 +83,10 @@ function Entity:CheckVisionLine(entity)
|
|||
local angle = GetAngleFromVector(distance_x,distance_y)
|
||||
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
|
||||
|
||||
local is_colliding = false
|
||||
local is_colliding = true
|
||||
|
||||
if distance < range then
|
||||
is_colliding = false
|
||||
for i=1, distance, game.scale do
|
||||
if isThereObjectAt(
|
||||
self.pos.x+math.cos(angle)*i,
|
||||
|
@ -94,6 +96,7 @@ function Entity:CheckVisionLine(entity)
|
|||
is_colliding = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return not is_colliding
|
||||
end
|
||||
|
@ -131,15 +134,19 @@ end
|
|||
|
||||
-- returns true if theres a collision at that point. also marks collisioned tile as collision true
|
||||
function Entity:isCollidingAt(x,y,object)
|
||||
local result = false
|
||||
for _, col in pairs(object) do
|
||||
result = x + self.boxCollision.from.x < col.to.x
|
||||
and col.from.x < x + self.boxCollision.to.x
|
||||
and y + self.boxCollision.from.y < col.to.y
|
||||
and col.from.y < y + self.boxCollision.to.y
|
||||
if result == true then break end
|
||||
for _, collision in pairs(object) do
|
||||
if collision.disable then
|
||||
-- Dont calculate if disabled
|
||||
elseif x + self.boxCollision.from.x < collision.to.x
|
||||
and x + self.boxCollision.to.x > collision.from.x
|
||||
and y + self.boxCollision.from.y < collision.to.y
|
||||
and y + self.boxCollision.to.y > collision.from.y
|
||||
then
|
||||
collision.isColliding = true
|
||||
return true
|
||||
end
|
||||
return result
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function Entity:isCollidingWith(entity)
|
||||
|
@ -163,7 +170,7 @@ function Entity:isCollidingAtAll(x,y)
|
|||
return result
|
||||
end
|
||||
|
||||
function Entity:CheckVisionLineDebug(entity)
|
||||
function Entity:CheckVisionLineDebug(entity,range)
|
||||
local c1, c2, c3, a = love.graphics.getColor()
|
||||
|
||||
local target_x = entity.pos.x + entity.target_offset.x
|
||||
|
@ -175,6 +182,7 @@ function Entity:CheckVisionLineDebug(entity)
|
|||
local angle = GetAngleFromVector(distance_x,distance_y)
|
||||
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
|
||||
|
||||
if distance < range then
|
||||
for i=1, distance, game.scale do
|
||||
if isThereObjectAt(
|
||||
self.pos.x+math.cos(angle)*i,
|
||||
|
@ -192,6 +200,7 @@ function Entity:CheckVisionLineDebug(entity)
|
|||
self.pos.y+math.sin(angle)*i - Camera.pos.y
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics.setColor(c1,c2,c3,a)
|
||||
end
|
||||
|
@ -209,6 +218,14 @@ function Entity:Debug()
|
|||
-Camera.pos.x + self.pos.x + self.boxCollision.to.x -(-Camera.pos.x + self.pos.x + self.boxCollision.from.x),
|
||||
-Camera.pos.y + self.pos.y + self.boxCollision.to.y -(-Camera.pos.y + self.pos.y + self.boxCollision.from.y)
|
||||
)
|
||||
if self.target ~= nil then
|
||||
love.graphics.line(
|
||||
-Camera.pos.x + self.pos.x,
|
||||
-Camera.pos.y + self.pos.y,
|
||||
-Camera.pos.x + self.target.x,
|
||||
-Camera.pos.y + self.target.y
|
||||
)
|
||||
end
|
||||
end
|
||||
require "data/scripts/entities/kupo"
|
||||
require "data/scripts/entities/arrow"
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
function GameStep()
|
||||
SetCollisionFlags()
|
||||
if menu_type == "no" then
|
||||
for _, particle in pairs(LoadedParticles) do
|
||||
particle:Smart()
|
||||
|
|
|
@ -259,7 +259,6 @@ function TileOptimizeObjects()
|
|||
for j = 1, #LevelTiles[i] do
|
||||
if LevelTiles[i][j].id ~= 0 then
|
||||
local type = TileData[LevelTiles[i][j].id].type
|
||||
local light = TileData[LevelTiles[i][j].id].light
|
||||
|
||||
if type == "whole" and not isTileOptimized[i][j] then
|
||||
|
||||
|
@ -296,14 +295,12 @@ function TileOptimizeObjects()
|
|||
then
|
||||
local type_check = TileData[LevelTiles[i+m][j+l].id].type
|
||||
if type_check == "whole"
|
||||
and not isTileOptimized[i+m][j+n]
|
||||
and not isTileOptimized[i+m][j+l]
|
||||
then
|
||||
checkline = true
|
||||
else
|
||||
break
|
||||
end
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
if checkline then
|
||||
|
@ -317,7 +314,7 @@ function TileOptimizeObjects()
|
|||
end
|
||||
end
|
||||
|
||||
logPrint("Group size: "..m.."x"..n)
|
||||
logPrint("- Group size: "..m.."x"..n)
|
||||
unoptimized = unoptimized + m * n
|
||||
local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
|
||||
local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
|
||||
|
|
|
@ -22,7 +22,7 @@ function LoadedObjects.DrawCollisions()
|
|||
end
|
||||
end
|
||||
|
||||
-- returns true if theres a collision at that point. also marks collisioned tile as collision true
|
||||
-- returns true if theres a collision at that point
|
||||
function isThereObjectAt(x,y,objectType)
|
||||
for _, collision in pairs(objectType) do
|
||||
if collision.disable then
|
||||
|
@ -31,7 +31,7 @@ function isThereObjectAt(x,y,objectType)
|
|||
and x <= collision.to.x
|
||||
and y >= collision.from.y
|
||||
and y <= collision.to.y then
|
||||
collision.collision = true
|
||||
collision.isColliding = true
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
@ -39,24 +39,37 @@ function isThereObjectAt(x,y,objectType)
|
|||
end
|
||||
|
||||
function isThereAnyCollisionAt(x,y)
|
||||
return isThereObjectAt(x,y,LoadedObjects.Collisions) or isThereObjectAt(x,y,LoadedObjects.Ladders) or isThereObjectAt(x,y,LoadedObjects.Platforms)
|
||||
end
|
||||
-- flags
|
||||
function SetCollisionFlags(player)
|
||||
for _, collision in pairs(LoadedObjects.Collisions) do
|
||||
collision.collision = false
|
||||
local Check = {
|
||||
LoadedObjects.Collisions,
|
||||
LoadedObjects.Ladders,
|
||||
LoadedObjects.Platforms
|
||||
}
|
||||
for _, type in pairs(Check) do
|
||||
local result = isThereObjectAt(x,y,type)
|
||||
if result then
|
||||
return result
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- flags
|
||||
function SetCollisionFlags()
|
||||
local Check = {
|
||||
LoadedObjects.Collisions,
|
||||
LoadedObjects.Ladders,
|
||||
LoadedObjects.Platforms
|
||||
}
|
||||
for _, type in pairs(Check) do
|
||||
for _, object in pairs(type) do
|
||||
object.isColliding = false
|
||||
end
|
||||
end
|
||||
for _, platform in pairs(LoadedObjects.Platforms) do
|
||||
platform.collision = false
|
||||
if player.pos.y < platform.from.y then
|
||||
if main_Player.pos.y < platform.from.y then
|
||||
platform.disable = false
|
||||
else
|
||||
platform.disable = true
|
||||
end
|
||||
end
|
||||
|
||||
for _, ladder in pairs(LoadedObjects.Ladders) do
|
||||
ladder.collision = false
|
||||
end
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue