X-Git-Url: http://git.purplebirdman.com/lightcycles-love.git/blobdiff_plain/7f2cb3d1095471a2c4881249e0d6239f34f2a3b8..025f2a1eff6e38404ce1340f150ec675f6ce080d:/scene.lua diff --git a/scene.lua b/scene.lua index 84c4473..404801f 100644 --- a/scene.lua +++ b/scene.lua @@ -17,7 +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 @@ -46,7 +46,9 @@ function scene:draw() -- draw intersection if it's there if self.intersection then love.graphics.setColor(0, 255, 0) - love.graphics.line(self.intersection) + love.graphics.line(self.intersection.a) + love.graphics.setColor(0, 0, 255) + love.graphics.line(self.intersection.b) end end @@ -57,42 +59,54 @@ function scene:updatePlayers(dt) end end -function doLinesIntersect(x1, y1, x2, y2, x3, y3, x4, y4) +function doLinesIntersect(x1,y1, x2,y2, x3,y3, x4,y4) + local intersect = false + 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 - and y1 <= y3 and y3 <= y2 - or + elseif x1 == x2 and y3 == y4 then + intersect = x3 <= x1 and x1 <= x4 - and y3 <= y1 and y1 <= y4 - then - scene.paused = true - scene.intersection = {x1, y1, x2, y2, x3, y3, x4, y4} - return true - end + and + y1 <= y3 and y3 <= y2 + elseif x3 == x4 and y1 == y2 then + intersect = + x1 <= x3 and x3 <= x2 + and + y3 <= y1 and y1 <= y4 + else + print('foo') + end + + if intersect then + scene.intersection = { + a = {x1,y1, x2,y2}, + b = {x3,y3, x4,y4}, + } end + + return intersect end -function doesLineIntersectPlayerPaths(path, x1, y1, x2, y2) - local stash = {} +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 #stash == 4 then - if doLinesIntersect(x1, y1, x2, y2, stash[4], stash[3], stash[2], stash[1]) then - return true + 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 - stash = {} - else - table.insert(stash,v) + cache.b = cache.a + cache.a = {} end + table.insert(cache.a,v) end return false end @@ -100,6 +114,7 @@ end -- love collision handler function collision(player) print('Player '..tostring(player)..' crashed!') + scene.paused = true --love.event.quit() end love.handlers.collision = collision