Class: SDC::Entity
Instance Attribute Summary collapse
Class Method Summary
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.add_box(index: nil, offset: SDC::Coordinates.new, origin: SDC::Coordinates.new, size: nil) ⇒ Object
Class methods for adding different objects to any entity.
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.add_shape(index: nil, type: nil, offset: SDC::Coordinates.new, origin: SDC::Coordinates.new, radius: nil, size: nil, semiaxes: nil, direction: nil, side_a: nil, side_b: nil) ⇒ Object
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.add_sprite(index: nil, active: true, texture_index: nil, offset: SDC::Coordinates.new, origin: Coordinates.new, rect: nil) ⇒ Object
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.all_boxes ⇒ Object
Class getter methods for utility and code readability.
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.all_hitshapes ⇒ Object
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.all_hurtshapes ⇒ Object
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.all_shapes ⇒ Object
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.all_sprites ⇒ Object
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.entity_id ⇒ Object
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.register_id(index) ⇒ Object
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.set_hitshape(index: nil, active: true, shape_index: nil, damage: 0, attributes: {}) ⇒ Object
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.set_hurtshape(index: nil, active: true, shape_index: nil, attributes: {}) ⇒ Object
Instance Method Summary
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define_class_property
#add_ai_page, #ai_running?, #ai_script, #current_ai, #master_ai_running?, #master_ai_script, #setup_ai, #tick_ai
Constructor Details
#initialize(param: nil) ⇒ Entity
Actual instance methods which should not be changed
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# File 'lib/core/Entity.rb', line 211
def initialize(param: nil)
@param = param
initialization_procedure
end
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Instance Attribute Details
#active_sprites ⇒ Object
Accessor methods for content arrays (except for textures)
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# File 'lib/core/Entity.rb', line 25
def active_sprites
@active_sprites
end
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#boxes ⇒ Object
Accessor methods for content arrays (except for textures)
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# File 'lib/core/Entity.rb', line 25
def boxes
@boxes
end
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#hitshapes ⇒ Object
Accessor methods for content arrays (except for textures)
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# File 'lib/core/Entity.rb', line 25
def hitshapes
@hitshapes
end
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#hp ⇒ Object
Accessor methods for living entities
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# File 'lib/core/Entity.rb', line 33
def hp
@hp
end
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#hurtshapes ⇒ Object
Accessor methods for content arrays (except for textures)
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# File 'lib/core/Entity.rb', line 25
def hurtshapes
@hurtshapes
end
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#magic_number ⇒ Object
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# File 'lib/core/Entity.rb', line 37
def magic_number
@magic_number
end
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#position ⇒ Object
Physics-based accessor methods
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# File 'lib/core/Entity.rb', line 29
def position
@position
end
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#shapes ⇒ Object
Accessor methods for content arrays (except for textures)
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# File 'lib/core/Entity.rb', line 25
def shapes
@shapes
end
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#sprites ⇒ Object
Accessor methods for content arrays (except for textures)
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# File 'lib/core/Entity.rb', line 25
def sprites
@sprites
end
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#velocity ⇒ Object
Physics-based accessor methods
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# File 'lib/core/Entity.rb', line 29
def velocity
@velocity
end
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Class Method Details
.add_box(index: nil, offset: SDC::Coordinates.new, origin: SDC::Coordinates.new, size: nil) ⇒ Object
Class methods for adding different objects to any entity
.add_shape(index: nil, type: nil, offset: SDC::Coordinates.new, origin: SDC::Coordinates.new, radius: nil, size: nil, semiaxes: nil, direction: nil, side_a: nil, side_b: nil) ⇒ Object
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# File 'lib/core/Entity.rb', line 52
def self.add_shape(index: nil, type: nil, offset: SDC::Coordinates.new, origin: SDC::Coordinates.new, radius: nil, size: nil, semiaxes: nil, direction: nil, side_a: nil, side_b: nil)
@shapes = SDC::SpecialContainer.new if !@shapes
shape = nil
if type == SDC::CollisionShapePoint then
shape = type.new(offset)
elsif type == SDC::CollisionShapeLine then
raise("Direction not defined for line shape with index #{index}") if !direction
shape = type.new(offset, direction)
elsif type == SDC::CollisionShapeCircle then
raise("Radius not defined for circle shape with index #{index}") if !radius
shape = type.new(offset, radius)
elsif type == SDC::CollisionShapeBox then
raise("Size not defined for box shape with index #{index}") if !size
shape = type.new(offset, size)
elsif type == SDC::CollisionShapeTriangle then
raise("Undefined sides for triangle shape with index #{index}") if !side_a || !side_b
shape = type.new(offset, side_a, side_b)
elsif type == SDC::CollisionShapeQuadrangle then
raise("Quadrangle shape not supported yet") shape = type.new
elsif type == SDC::CollisionShapeEllipse then
raise("Ellipse shape not supported yet") raise("Semiaxes not defined for ellipse shape with index #{index}") if !semiaxes
shape = type.new(offset, axes)
else
raise("Unknown shape type #{type} for shape index #{index}")
end
shape.origin = origin
@shapes.add(shape, index)
end
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.add_sprite(index: nil, active: true, texture_index: nil, offset: SDC::Coordinates.new, origin: Coordinates.new, rect: nil) ⇒ Object
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# File 'lib/core/Entity.rb', line 86
def self.add_sprite(index: nil, active: true, texture_index: nil, offset: SDC::Coordinates.new, origin: Coordinates.new, rect: nil)
@sprites = SDC::SpecialContainer.new if !@sprites
@sprites.add([texture_index, offset, origin, active, rect], index)
end
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.all_boxes ⇒ Object
Class getter methods for utility and code readability
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# File 'lib/core/Entity.rb', line 111
def self.all_boxes
@boxes = SDC::SpecialContainer.new if !@boxes
return @boxes
end
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.all_hitshapes ⇒ Object
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# File 'lib/core/Entity.rb', line 126
def self.all_hitshapes
@hitshapes = SDC::SpecialContainer.new if !@hitshapes
return @hitshapes
end
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.all_hurtshapes ⇒ Object
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# File 'lib/core/Entity.rb', line 131
def self.all_hurtshapes
@hurtshapes = SDC::SpecialContainer.new if !@hurtshapes
return @hurtshapes
end
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.all_shapes ⇒ Object
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# File 'lib/core/Entity.rb', line 116
def self.all_shapes
@shapes = SDC::SpecialContainer.new if !@shapes
return @shapes
end
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.all_sprites ⇒ Object
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# File 'lib/core/Entity.rb', line 121
def self.all_sprites
@sprites = SDC::SpecialContainer.new if !@sprites
return @sprites
end
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.entity_id ⇒ Object
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# File 'lib/core/Entity.rb', line 105
def self.entity_id
return @entity_id
end
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.register_id(index) ⇒ Object
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# File 'lib/core/Entity.rb', line 101
def self.register_id(index)
@entity_id = SDC::Data.add_entity(self, index: index)
end
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.set_hitshape(index: nil, active: true, shape_index: nil, damage: 0, attributes: {}) ⇒ Object
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# File 'lib/core/Entity.rb', line 91
def self.set_hitshape(index: nil, active: true, shape_index: nil, damage: 0, attributes: {})
@hitshapes = SDC::SpecialContainer.new if !@hitshapes
@hitshapes.add(SDC::Hitshape.new(damage: damage, shape_index: shape_index, active: active, attributes: attributes), index)
end
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.set_hurtshape(index: nil, active: true, shape_index: nil, attributes: {}) ⇒ Object
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# File 'lib/core/Entity.rb', line 96
def self.set_hurtshape(index: nil, active: true, shape_index: nil, attributes: {})
@hurtshapes = SDC::SpecialContainer.new if !@hurtshapes
@hurtshapes.add(SDC::Hurtshape.new(active: active, shape_index: shape_index, attributes: attributes), index)
end
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Instance Method Details
#absolute_position ⇒ Object
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# File 'lib/core/Entity.rb', line 299
def absolute_position
return (@parent ? @position + @parent.absolute_position : @position)
end
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#accelerate(vector) ⇒ Object
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# File 'lib/core/Entity.rb', line 295
def accelerate(vector)
@acceleration += vector
end
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#at_entity_collision(other_entity, hurtshape, hitshape) ⇒ Object
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# File 'lib/core/Entity.rb', line 437
def at_entity_collision(other_entity, hurtshape, hitshape)
end
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#at_init ⇒ Object
Custom routines which can be redefined for inherited objects
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# File 'lib/core/Entity.rb', line 425
def at_init
end
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#at_tile_collision(tile) ⇒ Object
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# File 'lib/core/Entity.rb', line 441
def at_tile_collision(tile)
end
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#basic_hit(hurtshape, hitshape) ⇒ Object
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# File 'lib/core/Entity.rb', line 270
def basic_hit(hurtshape, hitshape)
if @invincibility_frame_counter == 0 then
total_damage = hitshape.damage
inflict_damage(total_damage)
end
end
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#broadcast_magic_number(number) ⇒ Object
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# File 'lib/core/Entity.rb', line 313
def broadcast_magic_number(number)
@magic_number = number
@children.each {|child| child.cascade_magic_number(number)}
end
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#collided_with(&condition) ⇒ Object
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# File 'lib/core/Entity.rb', line 411
def collided_with(&condition)
return @last_collisions.index(&condition)
end
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#collided_with_class(klass) ⇒ Object
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# File 'lib/core/Entity.rb', line 415
def collided_with_class(klass)
return @last_collisions.index {|e| e.is_a?(klass)}
end
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#collided_with_property(property_symbol, value: true) ⇒ Object
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# File 'lib/core/Entity.rb', line 419
def collided_with_property(property_symbol, value: true)
return @last_collisions.index {|e| e.send(property_symbol) == value}
end
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#collision_with_entity(other_entity, hurtshape, hitshape) ⇒ Object
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# File 'lib/core/Entity.rb', line 401
def collision_with_entity(other_entity, hurtshape, hitshape)
@last_collisions.push(other_entity)
if self.living then
basic_hit(hurtshape, hitshape)
end
at_entity_collision(other_entity, hurtshape, hitshape)
end
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#custom_draw(window) ⇒ Object
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# File 'lib/core/Entity.rb', line 433
def custom_draw(window)
end
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#custom_physics ⇒ Object
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# File 'lib/core/Entity.rb', line 266
def custom_physics
end
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#custom_pre_physics ⇒ Object
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# File 'lib/core/Entity.rb', line 262
def custom_pre_physics
end
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#custom_sprite_draw(window, sprite) ⇒ Object
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# File 'lib/core/Entity.rb', line 383
def custom_sprite_draw(window, sprite)
end
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#custom_update ⇒ Object
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# File 'lib/core/Entity.rb', line 429
def custom_update
end
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#draw(window) ⇒ Object
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# File 'lib/core/Entity.rb', line 369
def draw(window)
0.upto(@sprites.size - 1) do |i|
sprite = @sprites[i]
next if !sprite || !@active_sprites[i]
window.draw_translated(sprite, self.z, absolute_position)
custom_sprite_draw(window, sprite)
end
custom_draw(window)
end
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#each_colliding_action_shape(other_entity) ⇒ Object
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# File 'lib/core/Entity.rb', line 345
def each_colliding_action_shape(other_entity)
return nil if magic_number == other_entity.magic_number
other_position = other_entity.absolute_position
0.upto(@hurtshapes.size - 1) do |hurtshape_index|
hurtshape = @hurtshapes[hurtshape_index]
next if !hurtshape || !hurtshape.active
shape = @shapes[hurtshape.shape_index]
0.upto(other_entity.hitshapes.size - 1) do |hitshape_index|
hitshape = other_entity.hitshapes[hitshape_index]
next if !hitshape || !hitshape.active
other_shape = other_entity.shapes[hitshape.shape_index]
if SDC::Collider.test(shape, absolute_position, other_shape, other_position) then
yield hurtshape, hitshape
end
end
end
end
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#full_heal ⇒ Object
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# File 'lib/core/Entity.rb', line 283
def full_heal
@hp = self.max_hp
end
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#inflict_damage(value) ⇒ Object
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# File 'lib/core/Entity.rb', line 277
def inflict_damage(value)
@hp -= value
@hp = 0 if @hp <= 0
@invincibility_next_frame = true
end
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#initialization_procedure ⇒ Object
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# File 'lib/core/Entity.rb', line 217
def initialization_procedure
@parent = nil
@children = []
@position = SDC::Coordinates.new
@velocity = SDC::Coordinates.new
@acceleration = SDC::Coordinates.new
setup_ai
@last_collisions = []
@magic_number = self.object_id
load_boxes
load_shapes
load_sprites
load_hitshapes
load_hurtshapes
if self.living then
full_heal
@invincibility_frame_counter = 0
@invincibility_next_frame = false
end
at_init
end
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#living_procedure ⇒ Object
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# File 'lib/core/Entity.rb', line 287
def living_procedure
@invincibility_frame_counter -= 1 if @invincibility_frame_counter > 0
if @invincibility_next_frame then
@invincibility_next_frame = false
@invincibility_frame_counter = 60
end
end
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#load_boxes ⇒ Object
Create local copies of all boxes/shapes/…
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# File 'lib/core/Entity.rb', line 138
def load_boxes
@boxes = []
all_boxes = self.class.all_boxes
0.upto(all_boxes.size - 1) do |i|
element = all_boxes.get(i)
@boxes[i] = element.dup if element
end
end
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#load_hitshapes ⇒ Object
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# File 'lib/core/Entity.rb', line 185
def load_hitshapes
@hitshapes = []
all_hitshapes = self.class.all_hitshapes
0.upto(all_hitshapes.size - 1) do |i|
element = all_hitshapes.get(i)
@hitshapes[i] = element.dup if element
end
end
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#load_hurtshapes ⇒ Object
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# File 'lib/core/Entity.rb', line 196
def load_hurtshapes
@hurtshapes = []
all_hurtshapes = self.class.all_hurtshapes
0.upto(all_hurtshapes.size - 1) do |i|
element = all_hurtshapes.get(i)
@hurtshapes[i] = element.dup if element
end
end
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#load_shapes ⇒ Object
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# File 'lib/core/Entity.rb', line 149
def load_shapes
@shapes = []
all_shapes = self.class.all_shapes
0.upto(all_shapes.size - 1) do |i|
element = all_shapes.get(i)
@shapes[i] = element.dup if element
end
end
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#load_sprites ⇒ Object
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# File 'lib/core/Entity.rb', line 160
def load_sprites
@sprites = []
@active_sprites = []
all_sprites = self.class.all_sprites
0.upto(all_sprites.size - 1) do |i|
element = all_sprites.get(i)
if element then
texture_index = element[0]
@sprites[i] = SDC::Sprite.new
@sprites[i].position = element[1]
@sprites[i].origin = element[2]
@active_sprites[i] = element[3]
if texture_index then
@sprites[i].link_texture(SDC::Data.textures[texture_index])
end
@sprites[i].texture_rect = element[4] if element[4]
end
end
def load_hitshapes
@hitshapes = []
all_hitshapes = self.class.all_hitshapes
0.upto(all_hitshapes.size - 1) do |i|
element = all_hitshapes.get(i)
@hitshapes[i] = element.dup if element
end
end
def load_hurtshapes
@hurtshapes = []
all_hurtshapes = self.class.all_hurtshapes
0.upto(all_hurtshapes.size - 1) do |i|
element = all_hurtshapes.get(i)
@hurtshapes[i] = element.dup if element
end
end
end
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#physics ⇒ Object
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# File 'lib/core/Entity.rb', line 246
def physics
accelerate(SDC.game.gravity * self.gravity_multiplier)
self.physics_split.times do
custom_pre_physics
@velocity += @acceleration * SDC.game.dt * self.physics_split_step
@position += @velocity * SDC.game.dt * self.physics_split_step
custom_physics
end
@acceleration.x = 0.0
@acceleration.y = 0.0
end
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#set_child(entity) ⇒ Object
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# File 'lib/core/Entity.rb', line 308
def set_child(entity)
@children.push(entity)
entity.set_parent(self)
end
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#set_parent(entity) ⇒ Object
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# File 'lib/core/Entity.rb', line 303
def set_parent(entity)
@parent = entity
broadcast_magic_number(entity.magic_number)
end
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#test_box_collision_with(other_entity) ⇒ Object
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# File 'lib/core/Entity.rb', line 318
def test_box_collision_with(other_entity)
return nil if magic_number == other_entity.magic_number
@boxes.each do |box|
other_entity.boxes.each do |other_box|
result = SDC::Collider.test(box, absolute_position, other_box, other_entity.absolute_position)
return other_box if result
end
end
return nil
end
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#test_shape_collision_with(other_entity) ⇒ Object
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# File 'lib/core/Entity.rb', line 332
def test_shape_collision_with(other_entity)
return nil if magic_number == other_entity.magic_number
@shapes.each do |shape|
other_entity.shapes.each do |other_shape|
result = SDC::Collider.test(shape, absolute_position, other_shape, other_entity.absolute_position)
return other_shape if result
end
end
return nil
end
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#update ⇒ Object
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# File 'lib/core/Entity.rb', line 387
def update
living_procedure if self.living
custom_update
if self.ai_active then
tick_ai
end
physics if !@parent
@last_collisions.clear
end
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