Collapse the spiky/sticky/skewer box-variant assets into a single per-
instance `adhesion` property on any moveable block, chosen in the editor
via a dropdown next to the colour picker and stored in the .sav alongside
the class.
- spiky -> sticky: soft grab on every true edge (goopy shader)
- skewer -> gluey: rigid weld on every true edge (spiked outline)
- old trailing-face sticky is removed; its saves fold into new sticky
Move the spike geometry + drawGlueySprite into shaders.lua, fold drawing
and the adhesion flag into GenericMoveable, and delete the three
Generic{Sticky,Spiky,Skewer} classes and box_variants.lua. Room:createEntity
normalises legacy spiky_/skewer_/sticky_ class prefixes so old saves load,
and serialization emits `adhesion`. World/map previews and the movement
proxy follow the rename.
Backfill rooms/*.sav to the new format via tools/backfill_adhesion.lua
(41 objects across 8 files). Update tests to the two-mode model; the two
tests asserting the removed lateral-shear limitation are dropped and a
legacy-load migration test added. 27/27 pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
198 lines
5 KiB
Lua
198 lines
5 KiB
Lua
Entity = class("Entity")
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function Entity:initialize(t)
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self.x, self.y = t.x, t.y
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-- sprites keyed by channel ("red"/"green"/"blue"). Single-color entities pass
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-- t.sprite + t.color and get one entry; multi-channel ones (doors) pass
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-- t.sprites directly. The renderer draws only the channels the player has, so
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-- no entity decides its own visibility (see Room:draw).
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self.sprites = t.sprites or { [t.color] = t.sprite }
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local repSprite = t.sprite or (t.sprites and select(2, next(t.sprites)))
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self.spriteSize = {w = repSprite:getWidth(), h = repSprite:getHeight()}
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self.size = {w = self.spriteSize.w / 16, h = self.spriteSize.h / 16}
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self.cellShape = t.cellShape or self:cellShapeFromBox(self.size)
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self.name = t.name
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self.color = Color:new(t.color)
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self.collision = t.collision --"none", "moveable", "unmoveable"
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-- Per-instance adhesion for moveable blocks: "sticky" (soft grab on every true
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-- edge) or "gluey" (rigid weld on every true edge). nil = plain moveable.
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-- See docs/adhesion-refactor-plan.md.
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self.adhesion = t.adhesion
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self.sprite = repSprite
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self.shaAmount = t.sha or 1
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-- onBump is a method (see Entity:onBump) so mixins like Dialogable can
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-- override it; a per-instance t.onBump still wins when supplied.
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if t.onBump then self.onBump = t.onBump end
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self.tick = t.tick or function(self) return true end
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self.drawOffset = {x = 0, y = 0}
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if self.size.w < 1 or self.size.h < 1 then
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-- Small sprites (notably 10px switches) are drawn inside a 16px cell.
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-- Offset by the leftover space in native sprite-pixels (e.g. (16-10)/2 = 3);
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-- drawScale is applied at draw time so this stays correct across resizes.
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self.drawOffset.x = (16 - self.spriteSize.w) / 2
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self.drawOffset.y = (16 - self.spriteSize.h) / 2
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end
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end
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function Entity:getCollision()
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return self.collision
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end
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function Entity:atGridPos(x, y)
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-- we probably don't need this anymore
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local size = self:getGridSize()
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if x >= self.x and y >= self.y and x < self.x + size.x and y < self.y + size.y then
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return true
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end
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return false
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end
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function Entity:getOccupiedCells(coords)
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--we have this offset so we can project what a movement would do
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local offset = coords or {x = 0, y = 0}
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local cells = {}
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local pos = self:getGridPos()
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for _, cell in ipairs(self:getCellShape()) do
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local adjustedCell = {}
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adjustedCell.x = pos.x + cell.x - 1 + offset.x
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adjustedCell.y = pos.y + cell.y - 1 + offset.y
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table.insert(cells, adjustedCell)
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end
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-- print("cels!!!!", cells[1].x, cells[1].y)
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return cells
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end
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function Entity:cellShapeFromBox(box)
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local cells = {}
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for i = 1, box.w do
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for j = 1, box.h do
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table.insert(cells, {x = i, y = j})
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end
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end
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return cells
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end
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function Entity:getCellShape()
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return self.cellShape
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end
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function Entity:getDrawBox()
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local drawPos = self:getDrawPos()
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return {x = drawPos.x, y = drawPos.y, w = self.spriteSize.w * drawScale, h = self.spriteSize.h * drawScale}
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end
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function Entity:getGridBox()
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return {x = self.x, y = self.y, w = self.size.w, h = self.size.h}
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end
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function Entity:getGridPos()
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return {x = self.x, y = self.y}
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end
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function Entity:getDrawPos()
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local gridPos = self:getGridPos()
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return {
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x = (gridPos.x - 1) * width / gridWidth + self:sha(),
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y = (gridPos.y - 1) * height / gridHeight + self:sha()
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}
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end
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function Entity:getGridSize()
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return {x = self.size.w, y = self.size.h}
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end
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function Entity:occupiesCell(inCell)
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for _, cell in pairs(self:getOccupiedCells()) do
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if cell.x == inCell.x and cell.y == inCell.y then
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return true
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end
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end
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return false
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end
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function Entity:getname()
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return self.name
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end
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function Entity:tick()
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return self.tick()
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end
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function Entity:draw(channel)
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local sprite = self.sprites[channel]
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if not sprite then return end
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love.graphics.setColor(gColor[channel]:set())
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local p = self:getDrawPos()
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love.graphics.draw(sprite, p.x + self.drawOffset.x * drawScale, p.y + self.drawOffset.y * drawScale, 0, drawScale, drawScale)
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end
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function Entity:canMove()
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if self:getCollision() == "moveable" then
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return true
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end
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return false
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end
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function Entity:isSticky()
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return self.adhesion == "sticky"
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end
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function Entity:isGluey()
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return self.adhesion == "gluey"
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end
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function Entity:canPassOver()
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if self:getCollision() == "none" then
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return true
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end
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return false
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end
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function Entity:blocksPlayer()
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return false
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end
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function Entity:getClass()
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return self.class.name
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end
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function Entity:getSerializationTable()
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local pos = self:getGridPos()
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local table = {}
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table.x, table.y, table.color = pos.x, pos.y, self.color:getname()
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if self.name then table.name = self.name end
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return table
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end
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function Entity:move(axis, direction)
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self[axis] = self[axis] + direction
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end
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function Entity:setSprite(sprite)
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self.sprite = sprite
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end
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function Entity:sha()
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return math.random(-worldSha, worldSha) * .125 * drawScale
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end
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function Entity:onBump()
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return true
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end
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function Entity:bump()
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return self:onBump()
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end
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Entity.static.positionsAreEqual = function(cell1, cell2)
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if cell1.x == cell2.x and cell1.y == cell2.y then
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return true
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end
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return false
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end
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