restructured folder
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82
code/particle.lua
Normal file
82
code/particle.lua
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Particle = Entity:New(x,y)
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function Particle:New(x,y,particle_data)
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local o = Entity:New(x,y)
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o.pos = {x = x, y = y}
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o.speed = particle_data.speed or 0
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o.direction = particle_data.direction or o.direction
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o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation
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o.sprite_offset = particle_data.sprite_offset or o.sprite_offset
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o.sprite_scale = particle_data.sprite_scale or o.sprite_scale
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o.sprite_tint = particle_data.sprite_tint or o.sprite_tint
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o.sprite_alpha = particle_data.sprite_alpha or o.sprite_alpha
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o.sprite_alpha_base = o.sprite_alpha
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o.sprite_flip = particle_data.sprite_flip or o.sprite_flip
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o.animation_active = particle_data.animation_active or false
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o.time = 0.5
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o.timer = 0
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o.vel = {
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x = o.speed * math.cos(o.direction),
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y = o.speed * math.sin(o.direction)
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}
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if particle_data.light ~= nil then
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o.lightRange = particle_data.light
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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end
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-- animations
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o.body = Animation:New(particle_data.animation)
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o:centerOffset(o.body)
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if not o.animation_active then
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o.body.speed = 0
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end
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table.insert(LoadedParticles,o)
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o.id = #LoadedParticles
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Particle:Kill()
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if self.light ~= nil then
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KillLight(self.light)
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end
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if self.id ~= nil then
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for _, e in pairs(LoadedParticles) do
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if e.id > self.id then
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e.id = e.id - 1
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end
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end
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table.remove(LoadedParticles,self.id)
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end
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self = nil
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end
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function Particle:HandleAnimation()
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self.body:Animate()
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self.timer = self.timer + current_dt
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self.sprite_alpha = self.sprite_alpha_base*(self.time-self.timer)/self.time
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if self.light ~= nil then
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self.light.range = self.lightRange * self.sprite_alpha/2
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end
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if self.sprite_alpha < 0 then self:Kill() end
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self:Draw(self.body)
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end
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function Particle:DoPhysics()
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
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self.pos.x = self.pos.x + self.vel.x
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
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self.pos.y = self.pos.y + self.vel.y
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end
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end
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