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