Entity = class("Entity") function Entity:initialize(t) self.x, self.y = t.x, t.y self.spriteSize = {w = t.sprite:getWidth(), h = t.sprite:getHeight()} self.size = {w = self.spriteSize.w / 16, h = self.spriteSize.h / 16} self.color = Color:new(t.color) self.collision = t.collision --"none", "moveable", "unmoveable" self.sprite = t.sprite self.shaAmount = t.sha or 1 self.drawOffset = {x = 0, y = 0} if self.size.w < 1 or self.size.h < 1 then self.drawOffset.x = (drawScale * 16 * self.size.w) / 2 self.drawOffset.y = (drawScale * 16 * self.size.h) / 2 end end function Entity:getCollision() return self.collision end function Entity:atGridPos(x, y) -- we probably don't need this anymore local size = self:getGridSize() if x >= self.x and y >= self.y and x < self.x + size.x and y < self.y + size.y then return true end return false end function Entity:getOccupiedCells(coords) --we have this offset so we can project what a movement would do local offset = coords or {x = 0, y = 0} local box = self:getGridBox() local cells = {} for i = box.x + offset.x, box.x + box.w - 1 + offset.x do for j = box.y + offset.y, box.y + box.h - 1 + offset.y do table.insert(cells, {x = i, y = j}) end end return cells end function Entity:getDrawBox() local drawPos = self:getDrawPos() return {x = drawPos.x, y = drawPos.y, w = self.spriteSize.w * drawScale, h = self.spriteSize.h * drawScale} end function Entity:getGridBox() return {x = self.x, y = self.y, w = self.size.w, h = self.size.h} end function Entity:getGridPos() return {x = self.x, y = self.y} end function Entity:getDrawPos() local gridPos = self:getGridPos() return { x = (gridPos.x - 1) * width / gridWidth + self:sha(), y = (gridPos.y - 1) * height / gridHeight + self:sha() } end function Entity:getGridSize() return {x = self.size.w, y = self.size.h} end function Entity:tick() end function Entity:draw() love.graphics.setColor(self.color:set()) local p = self:getDrawPos() love.graphics.draw(self.sprite, p.x + self.drawOffset.x, p.y + self.drawOffset.y, 0, drawScale, drawScale) end function Entity:canMove() if self.collision == "unmoveable" then return false end return true end function Entity:move(axis, direction) self[axis] = self[axis] + direction end function Entity:sha() return math.random(-worldSha, worldSha) * .5 end