|
|
--[[ entity structure: { TOB - number - time of birth, const hex - vec2 - current occupied hex, if any position - vec2 - current pixel position of it's translate (forced parent) node
update - function - runs every frame with itself and its index in some array as an argument node - node - scene graph node - should be initialized by caller after, though all entities have a node
z - number - z-index of the scene node, what layer should this node be rendered at? we currently reserve z index 0 for just the 'floor', no towers or mobs or anything. most things will set this to 1 (or leave it unset, 1 is the default) we might use index -1 for underwater shit at some point
type - enum - sub type props - table - table of properties specific to this entity subtype } --]] function make_basic_entity(hex, update_f, position, z) local entity = {}
entity.TOB = game_state.time
-- usually you'll provide a hex and not a position, and the entity will spawn in the center -- of the hex. if you want an entity to exist not at the center of a hex, you can provide a -- pixel position instead, then the provided hex is ignored and instead we calculate what hex -- corresponds to the provided pixel position if position then entity.position = position entity.hex = pixel_to_hex(entity.position, vec2(HEX_SIZE)) else entity.hex = hex entity.position = hex_to_pixel(hex, vec2(HEX_SIZE)) end
entity.update = update_f entity.z = z or 1 entity.props = {}
return entity end
function register_entity(t, entity) table.insert(t, entity)
game_state.world(world_layer_tag(entity.z)):append(entity.node) end
-- |t| is the source table, probably game_state.mobs, game_state.towers, or game_state.projectiles function delete_entity(t, index) if not t then error("splat!") end
local entity = t[index] game_state.world(world_layer_tag(entity.z)):remove(entity.node) t[index] = false -- leave empty indexes so other entities can learn that this entity was deleted end
function do_entity_updates() do_mob_updates() do_tower_updates() do_projectile_updates() end
function entity_basic_devectored_copy(entity) local copy = table.shallow_copy(entity) copy.position = { copy.position.x, copy.position.y } copy.hex = { copy.hex.x, copy.hex.y }
return copy end
function entity_basic_json_parse(json_string) local entity = am.parse_json(json_string) entity.position = vec2(entity.position[1], entity.position[2]) entity.hex = vec2(entity.hex[1], entity.hex[2])
return entity end
function init_entity_specs() init_tower_specs() end
|