X-Git-Url: http://git.purplebirdman.com/lightcycles-love.git/blobdiff_plain/7f2cb3d1095471a2c4881249e0d6239f34f2a3b8..a3d5be2b24daa73a239d214169184e13f09df659:/scene.lua diff --git a/scene.lua b/scene.lua index 84c4473..793c2ca 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 @@ -25,12 +25,21 @@ function scene:drawGrid() 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() @@ -46,7 +55,9 @@ 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 @@ -57,50 +68,65 @@ 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 + elseif x1 == x2 and y3 == y4 then + intersect = ( + x3 < x1 and x1 < x4 + or + x4 < x1 and x1 < x3 + ) and ( + y1 < y3 and y3 < y2 + or + y2 < y3 and y3 < y1 + ) + elseif x3 == x4 and y1 == y2 then + intersect = ( + x1 < x3 and x3 < x2 + or + x2 < x3 and x3 < x1 + ) and ( + y3 < y1 and y1 < y4 + or + y4 < y1 and y1 < y3 + ) 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 - 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 + print('You should never see this message') 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(node, v1, v2) -- 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 - end - stash = {} - else - table.insert(stash,v) + while node and node.prev do + local v3 = node.vector + local v4 = node.prev.vector + if doLinesIntersect(v1.x,v1.y, v2.x,v2.y, v3.x,v3.y, v4.x,v4.y) then + return true end + node = node.prev end return false end -- love collision handler function collision(player) - print('Player '..tostring(player)..' crashed!') - --love.event.quit() + print(player..' crashed!') + scene.paused = true end love.handlers.collision = collision @@ -108,24 +134,34 @@ 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 + -- only check last line for intersection, since all the rest should be ok 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 + local v1 = player.path.vector + local v2 = player.path.prev.vector - -- check intersection against each existing path + -- 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, x1, y1, x2, y2) then - love.event.push('collision', player) + if doesLineIntersectPlayerPaths(player2.path, v1, v2) then + love.event.push('collision', tostring(player)) + break end end end end function scene:update(dt) - self:updatePlayers(dt) - self:handleCollisions() + if not self.paused then + self:updatePlayers(dt) + self:handleCollisions() + end end -- quit