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)
54 function scene:updatePlayers(dt)
55 for _,player in pairs(self.players) do
60 function doLinesIntersect(x1, y1, x2, y2, x3, y3, x4, y4)
61 if x1 == x2 and x3 == x4
62 or y1 == y2 and y3 == y4
64 -- if lines are parallel, no intersection!
67 -- if lines are not parallel, they must intersect
68 -- do segments overlap?
71 and y1 <= y3 and y3 <= y2
74 and y3 <= y1 and y1 <= y4
77 scene.intersection = {x1, y1, x2, y2, x3, y3, x4, y4}
83 function doesLineIntersectPlayerPaths(path, x1, y1, x2, y2)
85 -- for every line in path,
86 -- check intersection with player line
87 for k,v in pairs(path) do
89 if doLinesIntersect(x1, y1, x2, y2, stash[4], stash[3], stash[2], stash[1]) then
100 -- love collision handler
101 function collision(player)
102 print('Player '..tostring(player)..' crashed!')
105 love.handlers.collision = collision
107 function scene:handleCollisions()
108 -- calculate the last line for each player from current position
109 -- check if line intersects any other path line
110 -- if so, raise collision event for player
111 for _,player in pairs(self.players) do
112 local x1 = player.path[#player.path-1]
113 local y1 = player.path[#player.path]
114 local x2 = player.position.x
115 local y2 = player.position.y
117 -- check intersection against each existing path
118 for _,player2 in pairs(self.players) do
119 if doesLineIntersectPlayerPaths(player2.path, x1, y1, x2, y2) then
120 love.event.push('collision', player)
126 function scene:update(dt)
127 self:updatePlayers(dt)
128 self:handleCollisions()
132 function scene:quit()
133 for _,player in pairs(self.players) do
134 print(tostring(player)..' generated '.. #player.path / 2 .. ' path points')