33 lines
1.1 KiB
Lua
33 lines
1.1 KiB
Lua
-- The base Springs class.
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-- This class is used to manage all springs in an object.
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-- Add a new spring:
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-- self.springs:add('hit', 1)
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-- Use it:
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-- self.springs.hit:pull(0.2)
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-- self.springs.hit.x
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-- Every GameObject has a .springs attribute with a Springs instance attached to it.
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-- See engine/game/hit
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Springs = Object:extend()
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function Springs:init()
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self.names = {}
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end
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function Springs:update(dt)
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for _, name in ipairs(self.names) do
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self[name]:update(dt)
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end
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end
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-- Adds a new spring to the object. The name must be unique and the next arguments are the same
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-- as the arguments for creating a spring, see engine/math/spring.lua.
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-- self.springs:add('hit', 1)
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function Springs:add(name, x, k, d)
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if name == 'parent' or name == 'names' or name == 'trigger' or name == 'add' or name == 'use' or name == 'update' or name == 'init' or name == 'pull' or name == 'flash' then
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error("Invalid name to be added to the Springs object. 'add', 'flash', 'init', 'names', 'parent', 'pull', 'trigger', 'update' and 'use' are reserved names, choose another.")
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end
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self[name] = Spring(x, k, d)
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table.insert(self.names, name)
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end
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