scene = {}
+scene.debug = false
scene.paused = false
scene.width = love.graphics.getWidth()
scene.height = love.graphics.getHeight()
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))