chroma_solstice/generic_moveable.lua
Your Name d96f57efb6 Add multi-cell box shapes with per-cell collision
Generate 1x2/2x1 dominoes, 2x2 (square + 4 L-trominoes) and all
connected 3x2/2x3 polyominoes as R/G/B channel masks, reusing the
distance-based concentric-ring format that reproduces box_r/g/b
exactly. Outer silhouette keeps a 1px margin; connected cells stay
seamless. Each shape ships a {class="moveable"} .meta so getAllAssets
auto-registers it as a GenericMoveable.

Wire the occupied-cell shape (precomputed once by getAllAssets via
getCellsFromSprite) through to entities: createEntity now passes the
cached cells as cellShape, so an L/U/notched block collides on its real
cells and its gaps read as empty space. Fix the per-colour cache that
was reset every channel so only one colour survived.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-11 12:42:33 -04:00

23 lines
No EOL
375 B
Lua

require "entity"
GenericMoveable = class("GenericMoveable", Entity)
function GenericMoveable:initialize(x, y, color, sprite, name, cellShape)
Entity.initialize(self, {
name = name,
x = x,
y = y,
color = color,
collision = "moveable",
sprite = sprite,
cellShape = cellShape
})
end
function GenericMoveable:update()
end
function GenericMoveable:tick()
end