288 lines
8.0 KiB
Lua
288 lines
8.0 KiB
Lua
Entity = {class = "Entity"}
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LoadedObjects.Entities = {}
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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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o.direction = 0
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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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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_alpha = 1
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o.sprite_flip = { x = 1, y = 1}
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o.illuminated = false
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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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function Entity:CheckNearest(type,maxdistance)
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local return_entity = nil
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local shortest = -1
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for _, entity in pairs(LoadedObjects.Entities) do
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if not type or entity.type == type then
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local distance_x = entity.pos.x - self.pos.x
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local distance_y = entity.pos.y - self.pos.y
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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if not maxdistance or distance < maxdistance then
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if shortest == -1 or distance < shortest then
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shortest = distance
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return_entity = entity
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end
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end
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end
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end
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return return_entity
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end
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function Entity:Smart()
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end
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function Entity:Move()
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self.pos.x = self.pos.x + self.vel.x
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self.pos.y = self.pos.y + self.vel.y
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end
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function Entity:CollisionMove()
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local r = false
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x
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else
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self.vel.x = 0
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r = true
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
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self.pos.y = self.pos.y + self.vel.y
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else
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self.vel.y = 0
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r = true
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end
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return r
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end
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function Entity:MoveX()
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local r = false
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x
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else
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self.vel.x = 0
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r = true
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
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self.pos.y = self.pos.y + self.vel.y
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else
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self.vel.y = 0
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r = true
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end
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return r
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end
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function Entity:LightAdjust(x,y)
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if self.light ~= nil then
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local x = x or 0
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local y = y or 0
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self.light.pos.x = self.pos.x
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self.light.pos.y = self.pos.y
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end
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end
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function Entity:Kill()
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if self.light ~= nil then
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KillLight(self.light)
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end
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if self.id ~= nil then
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for _, e in pairs(LoadedObjects.Entities) do
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if e.id > self.id then
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e.id = e.id - 1
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end
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end
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table.remove(LoadedObjects.Entities,self.id)
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end
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self = nil
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end
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function Entity:CheckVisionLine(entity,range)
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local target_x = entity.pos.x + entity.target_offset.x
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local target_y = entity.pos.y + entity.target_offset.y
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local distance_x = target_x - self.pos.x
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local distance_y = target_y - self.pos.y
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local angle = GetAngleFromVector(distance_x,distance_y)
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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local is_colliding = true
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if distance < range then
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is_colliding = false
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for i=1, distance, game.scale do
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if isThereObjectAt(
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self.pos.x+math.cos(angle)*i,
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self.pos.y+math.sin(angle)*i,
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LoadedObjects.Collisions
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) then
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is_colliding = true
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end
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end
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end
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return not is_colliding
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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],self.sprite_alpha)
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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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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,top,left,bottom,right)
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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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-- 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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for _, collision in pairs(object) do
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if collision.disable then
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-- Dont calculate if disabled
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elseif x + self.boxCollision.from.x < collision.to.x
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and x + self.boxCollision.to.x > collision.from.x
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and y + self.boxCollision.from.y < collision.to.y
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and y + self.boxCollision.to.y > collision.from.y
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then
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collision.isColliding = true
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return true
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end
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end
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return false
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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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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,LoadedObjects.Platforms)
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end
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if not result then
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result = self:isCollidingAt(x,y,LoadedObjects.Platforms)
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end
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if not result then
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result = self:isCollidingAt(x,y,LoadedObjects.Platforms)
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end
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return result
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end
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function Entity:CheckVisionLineDebug(entity,range)
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local c1, c2, c3, a = love.graphics.getColor()
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local target_x = entity.pos.x + entity.target_offset.x
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local target_y = entity.pos.y + entity.target_offset.y
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local distance_x = target_x - self.pos.x
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local distance_y = target_y - self.pos.y
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local angle = GetAngleFromVector(distance_x,distance_y)
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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if distance < range then
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for i=1, distance, game.scale do
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if isThereObjectAt(
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self.pos.x+math.cos(angle)*i,
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self.pos.y+math.sin(angle)*i,
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LoadedObjects.Collisions
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) then
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love.graphics.setColor(1,0,0)
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else
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love.graphics.setColor(0,1,0)
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end
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love.graphics.line(
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self.pos.x+math.cos(angle)*i-1 - Camera.pos.x,
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self.pos.y+math.sin(angle)*i-1 - Camera.pos.y,
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self.pos.x+math.cos(angle)*i - Camera.pos.x,
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self.pos.y+math.sin(angle)*i - Camera.pos.y
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)
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end
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end
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love.graphics.setColor(c1,c2,c3,a)
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end
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function Entity:Debug()
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-- draw center GREEN
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love.graphics.setColor(0,1,0)
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love.graphics.circle("fill", -Camera.pos.x + self.pos.x, -Camera.pos.y + self.pos.y, 1)
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-- draw collision box PURPLE
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love.graphics.setColor(1,0,1)
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love.graphics.rectangle(
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"line",
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-Camera.pos.x + self.pos.x + self.boxCollision.from.x,
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-Camera.pos.y + self.pos.y + self.boxCollision.from.y,
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-Camera.pos.x + self.pos.x + self.boxCollision.to.x -(-Camera.pos.x + self.pos.x + self.boxCollision.from.x),
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-Camera.pos.y + self.pos.y + self.boxCollision.to.y -(-Camera.pos.y + self.pos.y + self.boxCollision.from.y)
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)
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if self.target ~= nil then
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love.graphics.line(
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-Camera.pos.x + self.pos.x,
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-Camera.pos.y + self.pos.y,
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-Camera.pos.x + self.target.x,
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-Camera.pos.y + self.target.y
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)
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end
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end
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function Entity:HandleAnimation()
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end
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function Entity:DrawBackground()
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end
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require "code/entities/kupo"
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require "code/entities/arrow"
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require "code/entities/decoration"
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require "code/entities/player"
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require "code/entities/fairy"
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require "code/entities/cursed_book"
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require "code/entities/hook_anchor"
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require "code/entities/particle"
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