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
94 scene.intersection = {
103 function doesLineIntersectPlayerPaths(path, x1,y1, x2,y2)
107 -- for every line in path,
108 -- check intersection with player line
109 for k,v in pairs(path) do
110 if #cache.a == 2 then
111 if #cache.b == 2 then
112 if doLinesIntersect(x1,y1, x2,y2, cache.a[1],cache.a[2], cache.b[1],cache.b[2]) then
119 table.insert(cache.a,v)
124 -- love collision handler
125 function collision(player)
126 print('Player '..tostring(player)..' crashed!')
130 love.handlers.collision = collision
132 function scene:handleCollisions()
133 -- calculate the last line for each player from current position
134 -- check if line intersects any other path line
135 -- if so, raise collision event for player
136 for _,player in pairs(self.players) do
137 local x1 = player.path[#player.path-1]
138 local y1 = player.path[#player.path]
139 local x2 = player.position.x
140 local y2 = player.position.y
142 -- check intersection against each existing path
143 for _,player2 in pairs(self.players) do
144 if doesLineIntersectPlayerPaths(player2.path, x1, y1, x2, y2) then
145 love.event.push('collision', player)
151 function scene:update(dt)
152 self:updatePlayers(dt)
153 self:handleCollisions()
157 function scene:quit()
158 for _,player in pairs(self.players) do
159 print(tostring(player)..' generated '.. #player.path / 2 .. ' path points')