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))