1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
require "not.Entity"
--- `PhysicalBody`
-- Abstract class for drawable entity existing in `not.World`.
PhysicalBody = Entity:extends()
PhysicalBody.body =--[[love.physics.newBody]]nil
-- Constructor of `PhysicalBody`.
-- `world` and `imagePath` are passed to parent's constructor (`Entity`).
function PhysicalBody:new (x, y, world, imagePath)
PhysicalBody.__super.new(self, world, imagePath)
self.body = love.physics.newBody(world.world, x, y)
self.body:setUserData(self)
end
-- Add new fixture to body.
function PhysicalBody:addFixture (shape, density)
local shape = love.physics.newPolygonShape(shape)
local fixture = love.physics.newFixture(self.body, shape, density)
return fixture
end
-- Position-related methods.
function PhysicalBody:getPosition ()
return self.body:getPosition()
end
function PhysicalBody:setPosition (x, y)
self.body:setPosition(x, y)
end
-- Velocity-related methods.
function PhysicalBody:setLinearVelocity (x, y)
self.body:setLinearVelocity(x, y)
end
function PhysicalBody:getLinearVelocity ()
return self.body:getLinearVelocity()
end
-- Various setters from Body.
-- type: BodyType ("static", "dynamic", "kinematic")
function PhysicalBody:setBodyType (type)
self.body:setType(type)
end
function PhysicalBody:setBodyFixedRotation (bool)
self.body:setFixedRotation(bool)
end
function PhysicalBody:setBodyActive (bool)
self.body:setActive(bool)
end
-- Physical influence methods.
function PhysicalBody:applyLinearImpulse (x, y)
self.body:applyLinearImpulse(x, y)
end
function PhysicalBody:applyForce (x, y)
self.body:applyForce(x, y)
end
-- Update of `PhysicalBody`.
function PhysicalBody:update (dt)
PhysicalBody.__super.update(self, dt)
end
function PhysicalBody:draw (debug)
PhysicalBody.__super.draw(self, debug)
if debug then
for _,fixture in pairs(self.body:getFixtureList()) do
local category = fixture:getCategory()
-- TODO: Fixture drawing of PhysicalBodies could take activity into account in every case.
if category == 1 then
love.graphics.setColor(255, 69, 0, 150)
end
if category == 2 then
love.graphics.setColor(137, 255, 0, 150)
end
if category == 3 then
love.graphics.setColor(137, 0, 255, 50)
end
if category == 4 then
if self.body:isActive() then
love.graphics.setColor(255, 230, 0, 50)
else
love.graphics.setColor(255, 230, 0, 10)
end
end
local camera = self.world.camera
love.graphics.polygon("fill", self.body:getWorldPoints(fixture:getShape():getPoints()))
end
end
end
return PhysicalBody
|