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object.lua
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object.lua
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local GX = love.graphics
local floor = math.floor
------------------------------------------------------------------------------------------------------------------------
-- Lifetime
------------------------------------------------------------------------------------------------------------------------
function Object_New(type)
if ObjectTypes[type] == nil then
error("invalid object type '" .. tostring(type) .. "'")
end
local ret = {
type = type,
state = 'init',
isObject = true,
x = 0,
y = 0,
vx = 0,
vy = 0,
-- Collision
colType = false,
colLayer = false,
colFlags = false,
colCheckGround = false,
colIsPlatform = false,
isInAir = false,
colW = 0,
colH = 0,
hit = function() end,
platformMove = function() end,
-- Sprite
sprW = 0,
sprH = 0,
sprOffsX = 0,
sprOffsY = 0,
sprFlipX = false,
sprFlipY = false,
-- Animation
animFlipX = false,
animFlipY = false,
animTimer = 0,
animFrame = 1,
animTimeScale = 1,
}
GameObjects[ret] = true
NumGameObjects = NumGameObjects + 1
return ret
end
function Object_Delete(self)
if self.colType then
Object_SetNotCollidable(self)
end
NumGameObjects = NumGameObjects - 1
GameObjects[self] = nil
end
function Object_DeleteIfOffscreen(self, border)
if not Camera_IsOnscreen(self.x, self.y, self.sprW, self.sprH, border) then
Object_Delete(self)
return true
end
end
------------------------------------------------------------------------------------------------------------------------
-- Updating
------------------------------------------------------------------------------------------------------------------------
function Object_UpdateAll(dt)
for o, _ in pairs(GameObjects) do
ObjectTypes[o.type](o, dt)
end
end
------------------------------------------------------------------------------------------------------------------------
-- Drawing
------------------------------------------------------------------------------------------------------------------------
function Object_Draw(self)
if self.img and self.frame then
local flipX = self.sprFlipX ~= self.animFlipX
local flipY = self.sprFlipY ~= self.animFlipY
local x = floor(self.x + self.sprOffsX)
local y = floor(self.y + self.sprOffsY)
if flipX then
if flipY then
GX.draw(self.img, self.frame, x + self.sprW, y + self.sprH, 0, -1, -1)
else
GX.draw(self.img, self.frame, x + self.sprW, y, 0, -1, 1)
end
elseif flipY then
GX.draw(self.img, self.frame, x, y + self.sprH, 0, 1, -1)
else
GX.draw(self.img, self.frame, x, y)
end
end
if self.drawExtra then
self:drawExtra()
end
end
function Object_DrawAll()
for o, _ in pairs(GameObjects) do
if o ~= Player then
Object_Draw(o)
end
end
Object_Draw(Player)
end
------------------------------------------------------------------------------------------------------------------------
-- Collision
------------------------------------------------------------------------------------------------------------------------
function Object_SetCollidable(self, type, layer, flags, w, h)
self.colFlags = flags
self.colW, self.colH = w, h
if self.colType then
if self.colLayer ~= layer then
Coll_ChangeLayer(self, layer)
self.colLayer = layer
end
self.colType = type
Coll_Update(self, self.x, self.y, w, h)
else
self.colType = type
self.colLayer = layer
Coll_Add(self, self.x, self.y, self.colW, self.colH)
end
end
function Object_SetNotCollidable(self)
if self.colType then
Coll_Remove(self)
self.colType = false
end
end
function Object_StandOn(self, o)
if self.standingObj then
self.standingObj.beingStoodOn = false
self.standingObj.standingObj = nil
self.standingObj = nil
end
if o then
self.standingObj = o
o.standingObj = self
o.beingStoodOn = true
end
end
function Object_CheckStandOn(self, o)
if o.isObject then
Object_StandOn(self, o)
else
Object_StandOn(self, nil)
end
end
function Object_PlatformMove(self, dX, dY)
if self.beingStoodOn then
if dY < 0 then
self.x = self.x + dX
self.y = self.y + dY
-- self.standingObj:platformMove(dX, dY)
-- Coll_Translate(self, dX, dY)
else
-- Coll_Translate(self, dX, dY)
-- self.standingObj:platformMove(dX, dY)
self.x = self.x + dX
self.y = self.y + dY
end
else
-- Coll_Translate(self, dX, dY)
self.x = self.x + dX
self.y = self.y + dY
end
end
------------------------------------------------------------------------------------------------------------------------
-- Animation
------------------------------------------------------------------------------------------------------------------------
function Object_SetFrame(self, frame)
self.animFrame = frame
local f = self.anim[frame]
self.animTimer, self.frame = f.time, f.frame
self.animFlipX, self.animFlipY = f.flipX, f.flipY
self.sprOffsX, self.sprOffsY = f.offsX, f.offsY
if self.colType and (self.colW ~= f.colW or self.colH ~= f.colH) then
self.colW, self.colH = f.colW, f.colH
Coll_Update(self, self.x, self.y, self.colW, self.colH)
end
end
function Object_ChangeAnim(self, anim)
if self.anim ~= anim then
self.anim = anim
Object_SetFrame(self, 1)
end
end
function Object_Animate(self, dt)
if self.animTimer > 0 and Timer0(self, "animTimer", dt * self.animTimeScale) then
Object_SetFrame(self, IncWrap(self.animFrame, 1, #self.anim))
end
end
function AnimFrame_New(info, imgWidth, imgHeight)
return GX.newQuad(info.x, info.y, info.width, info.height, imgWidth, imgHeight)
end
function AnimMapping(frame, time, colW, colH, offsX, offsY, flipX, flipY)
if flipX == nil then
flipX = false
end
if flipY == nil then
flipY = false
end
return {
frame = frame,
time = time,
colW = colW,
colH = colH,
offsX = offsX or 0,
offsY = offsY or 0,
flipX = flipX,
flipY = flipY,
}
end