77 lines
1.6 KiB
Lua
77 lines
1.6 KiB
Lua
Collision = {}
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--[[
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Collision
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[bool] isDisabled
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> if true used for collision
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[bool] isActive
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> if true, this collision is active (on collision, duh)
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[bool] isColliding
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> if true, this collision is colliding
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[2d pos] from - x, y
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> top right corner of collision box
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[2d pos] to - x, y
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> bottom left corner of collision box
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[int] width
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> width of collision box
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[int] height
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> height of collision box
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--]]
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-- can also be called with only ox and oy, where they become the width and height instead
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function Collision:New(ox,oy,tx,ty)
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local o = {isColliding = false, isDisabled = false, isActive = false}
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if tx ~= nil and ty ~= nil then
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o.from = {x = ox, y = oy}
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o.to = {x = tx, y = ty}
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o.width = o.to.x - o.from.x
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o.height = o.to.y - o.from.y
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else
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o.width = ox
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o.height = oy
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o.from = {x = 0, y = 0}
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o.to = {x = 0, y = 0}
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end
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Collision:CenterAt(x, y)
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self.from.x = x-self.width/2
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self.from.y = y-self.height/2
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self.to.x = x+self.width/2
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self.to.y = y+self.height/2
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end
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function Collision:PlaceAt(x, y)
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self.from.x = x or self.from.x
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self.from.y = y or self.from.y
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self.to.x = self.from.x + self.width
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self.to.y = self.from.x + self.height
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end
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function Collision:Draw(color)
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if self.isColliding == true then
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love.graphics.setColor(0,1,0,0.5)
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elseif self.isActive == 1 then
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love.graphics.setColor(0,1,1,0.5)
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elseif color == 1 then
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love.graphics.setColor(1,0,0,0.5)
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elseif color == 2 then
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love.graphics.setColor(0,1,1,0.5)
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end
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love.graphics.rectangle("fill",self.from.x-Camera.pos.x, self.from.y-Camera.pos.y, self.width, self.height)
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end
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