scene = {}
+scene.debug = false
scene.paused = false
scene.width = love.graphics.getWidth()
scene.height = love.graphics.getHeight()
love.graphics.setBackgroundColor(self.grid.bgcolor)
love.graphics.setColor(self.grid.linecolor)
+ love.graphics.setLineWidth(2)
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
+
+ love.graphics.setLineWidth(0.5)
+ for x=0,self.width,self.grid.delta/2 do
+ love.graphics.line(x, 0, x, self.height)
+ end
+ for y=0,self.height,self.grid.delta/2 do
+ love.graphics.line(0, y, self.width, y)
+ end
end
function scene:drawPlayers()
self:drawPlayers()
-- draw intersection if it's there
- if self.intersection then
+ if self.debug and self.intersection then
love.graphics.setColor(0, 255, 0)
love.graphics.line(self.intersection.a)
love.graphics.setColor(0, 0, 255)
for _,player in pairs(self.players) do
local v1 = player.path.vector
local v2 = player.path.prev.vector
+
+ -- outside boundary
+ if v1.x < 0 or v1.x > love.graphics.getWidth()
+ or v1.y < 0 or v1.y > love.graphics.getHeight()
+ then
+ love.event.push('collision', tostring(player))
+ break
+ end
+
+ -- inside boundary
for _,player2 in pairs(self.players) do
if doesLineIntersectPlayerPaths(player2.path, v1, v2) then
love.event.push('collision', tostring(player))