X-Git-Url: http://git.purplebirdman.com/lightcycles-love.git/blobdiff_plain/8f054564538fd6e9b63f6d84796710232ba31908..HEAD:/scene.lua diff --git a/scene.lua b/scene.lua index 73164e3..4d15993 100644 --- a/scene.lua +++ b/scene.lua @@ -5,6 +5,8 @@ require 'player' scene = {} +scene.debug = false +scene.paused = false scene.width = love.graphics.getWidth() scene.height = love.graphics.getHeight() scene.players = {} @@ -24,12 +26,21 @@ 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() @@ -41,6 +52,14 @@ end function scene:draw() self:drawGrid() self:drawPlayers() + + -- draw intersection if it's there + 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) + love.graphics.line(self.intersection.b) + end end -- update @@ -50,32 +69,100 @@ function scene:updatePlayers(dt) end end -function doesLineIntersectPlayerPaths(path, x1, y1, x2, y2) +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! + 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 + 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(node, v1, v2) + -- for every line in path, + -- check intersection with player line + 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..' crashed!') + scene.paused = true +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 + -- 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