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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