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 scene.intersection = {
67 if x1 == x2 and x3 == x4
68 or y1 == y2 and y3 == y4
70 -- if lines are parallel, no intersection!
73 -- if lines are not parallel, they must intersect
74 -- do segments overlap?
77 and y1 <= y3 and y3 <= y2
80 and y3 <= y1 and y1 <= y4
88 function doesLineIntersectPlayerPaths(path, x1,y1, x2,y2)
92 -- for every line in path,
93 -- check intersection with player line
94 for k,v in pairs(path) do
97 if doLinesIntersect(x1,y1, x2,y2, cache.a[1],cache.a[2], cache.b[1],cache.b[2]) then
104 table.insert(cache.a,v)
109 -- love collision handler
110 function collision(player)
111 print('Player '..tostring(player)..' crashed!')
114 love.handlers.collision = collision
116 function scene:handleCollisions()
117 -- calculate the last line for each player from current position
118 -- check if line intersects any other path line
119 -- if so, raise collision event for player
120 for _,player in pairs(self.players) do
121 local x1 = player.path[#player.path-1]
122 local y1 = player.path[#player.path]
123 local x2 = player.position.x
124 local y2 = player.position.y
126 -- check intersection against each existing path
127 for _,player2 in pairs(self.players) do
128 if doesLineIntersectPlayerPaths(player2.path, x1, y1, x2, y2) then
129 love.event.push('collision', player)
135 function scene:update(dt)
136 self:updatePlayers(dt)
137 self:handleCollisions()
141 function scene:quit()
142 for _,player in pairs(self.players) do
143 print(tostring(player)..' generated '.. #player.path / 2 .. ' path points')