X-Git-Url: http://git.purplebirdman.com/lightcycles-love.git/blobdiff_plain/8f054564538fd6e9b63f6d84796710232ba31908..be5bdee30fbc4a013e7fd893548433670a5b908d:/scene.lua diff --git a/scene.lua b/scene.lua index 73164e3..f11fc3e 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 @@ -50,10 +59,60 @@ function scene:updatePlayers(dt) end end -function doesLineIntersectPlayerPaths(path, x1, y1, x2, y2) +function doLinesIntersect(x1,y1, x2,y2, x3,y3, x4,y4) + scene.intersection = { + a = {x1,y1, x2,y2}, + b = {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 + and y1 <= y3 and y3 <= y2 + or + x3 <= x1 and x1 <= x4 + and y3 <= y1 and y1 <= y4 + then + scene.paused = true + 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