-- main require 'vec2' require 'player' scene = {} scene.paused = false scene.width = love.graphics.getWidth() scene.height = love.graphics.getHeight() scene.players = {} scene.grid = {} scene.grid.bgcolor = {0.2, 0.2, 0.5} scene.grid.linecolor = {0.3, 0.3, 0.6} scene.grid.delta = 50 -- load function scene:load() table.insert(scene.players, require('players/1')) --table.insert(scene.players, require('players/2')) end -- draw function scene:drawGrid() love.graphics.setBackgroundColor(self.grid.bgcolor) love.graphics.setColor(self.grid.linecolor) for x=0,self.width,self.grid.delta do love.graphics.line(x, 0, x, self.height) end for y=0,self.height,self.grid.delta do love.graphics.line(0, y, self.width, y) end end function scene:drawPlayers() for _,player in pairs(self.players) do player:draw() end end function scene:draw() self:drawGrid() self:drawPlayers() -- draw intersection if it's there if self.intersection then love.graphics.setColor(0, 255, 0) love.graphics.line(self.intersection.a) love.graphics.setColor(0, 0, 255) love.graphics.line(self.intersection.b) end end -- update function scene:updatePlayers(dt) for _,player in pairs(self.players) do player:update(dt) end end function doLinesIntersect(x1,y1, x2,y2, x3,y3, x4,y4) if x1 == x2 and x3 == x4 or y1 == y2 and y3 == y4 then -- if lines are parallel, no intersection! return false else -- if lines are not parallel, they must intersect -- do segments overlap? if ( (x1 <= x3 and x3 <= x2 or x1 <= x4 and x4 <= x2) or (x3 <= x1 and x1 <= x4 or x3 <= x2 and x2 <= x4) ) and ( (y1 <= y3 and y3 <= y2 or y1 <= y4 and y4 <= y2) or (y3 <= y1 and y1 <= y4 or y3 <= y2 and y2 <= y4) ) then scene.paused = true scene.intersection = { a = {x1,y1, x2,y2}, b = {x3,y3, x4,y4}, } return true end end end function doesLineIntersectPlayerPaths(path, x1,y1, x2,y2) local cache = {} cache.a = {} cache.b = {} -- for every line in path, -- check intersection with player line for k,v in pairs(path) do if #cache.a == 2 then if #cache.b == 2 then if doLinesIntersect(x1,y1, x2,y2, cache.a[1],cache.a[2], cache.b[1],cache.b[2]) then return true end end cache.b = cache.a cache.a = {} end table.insert(cache.a,v) end return false end -- love collision handler function collision(player) print('Player '..tostring(player)..' crashed!') --love.event.quit() end love.handlers.collision = collision function scene:handleCollisions() -- calculate the last line for each player from current position -- check if line intersects any other path line -- if so, raise collision event for player for _,player in pairs(self.players) do local x1 = player.path[#player.path-1] local y1 = player.path[#player.path] local x2 = player.position.x local y2 = player.position.y -- check intersection against each existing path for _,player2 in pairs(self.players) do if doesLineIntersectPlayerPaths(player2.path, x1, y1, x2, y2) then love.event.push('collision', player) end end end end function scene:update(dt) self:updatePlayers(dt) self:handleCollisions() end -- quit function scene:quit() for _,player in pairs(self.players) do print(tostring(player)..' generated '.. #player.path / 2 .. ' path points') end end