X-Git-Url: http://git.purplebirdman.com/lightcycles-love.git/blobdiff_plain/52c63ed28d216d4764339b13535a9d8a4b5cdb4f..2a7294cc83f5986b50bbb824ecc3b429453cb173:/scene.lua diff --git a/scene.lua b/scene.lua index 3460899..08b96de 100644 --- a/scene.lua +++ b/scene.lua @@ -5,6 +5,7 @@ require 'player' scene = {} +scene.paused = false scene.width = love.graphics.getWidth() scene.height = love.graphics.getHeight() scene.players = {} @@ -16,7 +17,7 @@ scene.grid.delta = 50 -- load function scene:load() table.insert(scene.players, require('players/1')) - table.insert(scene.players, require('players/2')) + --table.insert(scene.players, require('players/2')) end -- draw @@ -41,6 +42,14 @@ 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 @@ -50,13 +59,91 @@ function scene:updatePlayers(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 i,player in pairs(self.players) do - print('Player '..i..' generated '.. #player.path / 2 .. ' path points') + for _,player in pairs(self.players) do + print(tostring(player)..' generated '.. #player.path / 2 .. ' path points') end end