9 scene.width = love.graphics.getWidth()
10 scene.height = love.graphics.getHeight()
13 scene.grid.bgcolor = {0.2, 0.2, 0.5}
14 scene.grid.linecolor = {0.3, 0.3, 0.6}
19 table.insert(scene.players, require('players/1'))
20 table.insert(scene.players, require('players/2'))
24 function scene:drawGrid()
25 love.graphics.setBackgroundColor(self.grid.bgcolor)
26 love.graphics.setColor(self.grid.linecolor)
28 for x=0,self.width,self.grid.delta do
29 love.graphics.line(x, 0, x, self.height)
31 for y=0,self.height,self.grid.delta do
32 love.graphics.line(0, y, self.width, y)
36 function scene:drawPlayers()
37 for _,player in pairs(self.players) do
46 -- draw intersection if it's there
47 if self.intersection then
48 love.graphics.setColor(0, 255, 0)
49 love.graphics.line(self.intersection.a)
50 love.graphics.setColor(0, 0, 255)
51 love.graphics.line(self.intersection.b)
56 function scene:updatePlayers(dt)
57 for _,player in pairs(self.players) do
62 function doLinesIntersect(x1,y1, x2,y2, x3,y3, x4,y4)
63 local intersect = false
65 if x1 == x2 and x3 == x4
66 or y1 == y2 and y3 == y4
68 -- if lines are parallel, no intersection!
69 elseif x1 == x2 and y3 == y4 then
79 elseif x3 == x4 and y1 == y2 then
90 print('You should never see this message')
94 scene.intersection = {
103 function doesLineIntersectPlayerPaths(node, v1, v2)
104 -- for every line in path,
105 -- check intersection with player line
106 while node and node.prev do
107 local v3 = node.vector
108 local v4 = node.prev.vector
109 if doLinesIntersect(v1.x,v1.y, v2.x,v2.y, v3.x,v3.y, v4.x,v4.y) then
117 -- love collision handler
118 function collision(player)
119 print(player..' crashed!')
122 love.handlers.collision = collision
124 function scene:handleCollisions()
125 -- calculate the last line for each player from current position
126 -- check if line intersects any other path line
127 -- if so, raise collision event for player
128 -- only check last line for intersection, since all the rest should be ok
129 for _,player in pairs(self.players) do
130 local v1 = player.path.vector
131 local v2 = player.path.prev.vector
132 for _,player2 in pairs(self.players) do
133 if doesLineIntersectPlayerPaths(player2.path, v1, v2) then
134 love.event.push('collision', tostring(player))
141 function scene:update(dt)
142 if not self.paused then
143 self:updatePlayers(dt)
144 self:handleCollisions()
149 function scene:quit()
150 for _,player in pairs(self.players) do
151 print(tostring(player)..' generated '.. #player.path / 2 .. ' path points')