-- 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
end
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
+ 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
- -- 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
+ 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)
-- love collision handler
function collision(player)
print('Player '..tostring(player)..' crashed!')
+ scene.paused = true
--love.event.quit()
end
love.handlers.collision = collision