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local world = require "world"
local pi = math.pi
local obj = {}
obj.max_size = 20
local types = {}
function obj.load_types()
for _, f in ipairs(love.filesystem.getDirectoryItems "objects") do
local ts = assert(love.filesystem.load("objects/"..f))()
for t, v in pairs(ts) do
types[t] = v
end
end
end
function obj.new(type, pos, data, ...)
world.last_id = world.last_id + 1
local o = setmetatable(
{id = world.last_id, data = data or {}, type = type}, obj)
o.data.pos = pos
o:init(...)
return o
end
function obj.load(id, data)
local o = setmetatable({id = id, data = data, type = data.type}, obj)
o:init()
return o
end
function obj.is_obj(v)
return getmetatable(v) == obj
end
function obj:__index(v)
if obj[v] then
return obj[v]
else
return types[rawget(self, "type")][v]
end
end
function obj:overload(m, ...)
if types[self.type][m] then
return types[self.type][m](self, ...)
end
end
function obj:init(...)
self.chunk = world.chunk(unpack(self.data.pos))
self.chunk.objects[self.id] = self
world.objects[self.id] = self
return self:overload("init", ...)
end
function obj:tick(...)
if self.data.vel then
local vx, vy = unpack(self.data.vel)
self.data.pos[1] = self.data.pos[1] + vx
self.data.pos[2] = self.data.pos[2] + vy
end
if self.data.avel then
self.data.angle = (self.data.angle or 0) + self.data.avel / pi
end
if self.hitbox then
local x, y = unpack(self.data.pos)
for o in world.in_box(
x - obj.max_size, y - obj.max_size,
x + obj.max_size, y + obj.max_size) do
if o.hitbox and o ~= self then
local dist = o.hitbox + self.hitbox
local ox, oy = unpack(o.data.pos)
local dx, dy = ox - x, oy - y
if dx*dx + dy*dy < dist*dist then
local angle = math.atan2(dy, dx)
self:collision(o, angle)
o:collision(self, pi - angle)
-- reposition self outside of collided object
self.data.pos[1] =
self.data.pos[1] - math.cos(angle) * dist + dx
self.data.pos[2] =
self.data.pos[2] - math.sin(angle) * dist + dy
self:collision_exit(o, angle)
o:collision_exit(self, pi - angle)
end
end
end
end
self:overload("tick", ...)
local chunk = world.chunk(unpack(self.data.pos))
if chunk ~= self.chunk then
self.chunk.objects[self.id] = nil
chunk.objects[self.id] = self
self.chunk = chunk
end
end
function obj:draw(...)
love.graphics.push()
love.graphics.translate(unpack(self.data.pos))
if self.data.angle then
love.graphics.rotate(self.data.angle)
end
self:overload("draw", ...)
love.graphics.pop()
end
function obj:collision(collided, angle)
self.force = {collided.data.vel[1] * math.cos(angle),
collided.data.vel[2] * math.sin(angle)}
return self:overload("collision", collided, angle, self.force)
end
function obj:collision_exit(collided, angle)
self.data.vel[1] = self.data.vel[1] + self.force[1]
self.data.vel[2] = self.data.vel[2] + self.force[2]
collided.data.vel[1] = collided.data.vel[1] - self.force[1]
collided.data.vel[2] = collided.data.vel[2] - self.force[2]
return self:overload("collision_exit", collided, angle, self.force)
end
function obj:remove()
self.chunk.objects[self.id] = nil
world.objects[self.id] = nil
return self:overload "remove"
end
return obj
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