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-- `Platform`
-- Static platform physical object with a sprite. `Players` can walk on it.
-- Collision category: [1]
-- TODO: reformat code to follow new code patterns
-- TODO: comment uncovered code parts
-- WHOLE CODE HAS FLAG OF "need a cleanup"
require "not.Sprite"
-- Metatable of `Platform`
-- nils initialized in constructor
Platform = {
body = nil,
shape = nil,
fixture = nil,
world = nil,
}
Platform.__index = Platform
setmetatable(Platform, Sprite)
-- Constructor of `Platform`
function Platform:new (game, world, x, y, shape, sprite, animations)
local o = {}
setmetatable(o, self)
o.body = love.physics.newBody(world, x, y)
-- MULTIPLE SHAPES NEED TO BE REWRITED!
o.shape = {}
if type(shape[1]) == "number" then
local poly = love.physics.newPolygonShape(shape)
table.insert(o.shape, poly)
o.fixture = love.physics.newFixture(o.body, poly)
o.fixture:setCategory(1)
o.fixture:setFriction(0.2)
else
for i,v in pairs(shape) do
local poly = love.physics.newPolygonShape(v)
table.insert(o.shape, poly)
local fixture = love.physics.newFixture(o.body, poly)
fixture:setCategory(1)
fixture:setFriction(0.2)
end
end
-- END HERE
o:setImage(love.graphics.newImage(sprite))
o:setAnimationsList(animations)
o.world = game
return o
end
-- Position
function Platform:getPosition()
return self.body:getPosition()
end
-- Draw of `Platform`
-- TODO: see todos in `not.Sprite.draw`.
function Platform:draw (offset_x, offset_y, scale, debug)
Sprite.draw(self, offset_x, offset_y, scale)
-- debug draw
if debug then
love.graphics.setColor(255, 69, 0, 140)
for i,v in pairs(self.shape) do
love.graphics.polygon("fill", self.world.camera:translatePoints(self.body:getWorldPoints(v:getPoints())))
end
end
end
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