Fix collitions
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56
main.lua
56
main.lua
@ -22,28 +22,31 @@ function love.load()
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love.physics.setMeter(64) -- Height earth in meters
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world = love.physics.newWorld(0, gravity * 64, true) -- Make earth
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-- Ship
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ship = { x = canvas.width / 2, y = 0 , power = 100 }
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ship = { x = canvas.width / 2, y = 0 , power = 100 , size_collition = 28, polygons_collition = 8 }
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ship.img = love.graphics.newImage('assets/img/ship.png')
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ship.body = love.physics.newBody(world, (canvas.width / 2) - (ship.img:getWidth() / 2) , ship.y, "dynamic")
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ship.shape = love.physics.newCircleShape(20)
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ship.fixture = love.physics.newFixture(ship.body, ship.shape, 1)
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ship.fixture:setRestitution(0.9)
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-- Generates initial asteroids
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num_asteroids = 50
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asteroids_collision = 40
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asteroids_collision_polygon = 8
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num_asteroids = 5
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max_speed_asteroids = 5
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img_asteroide = {
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love.graphics.newImage('assets/img/asteroid1.png'),
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love.graphics.newImage('assets/img/asteroid2.png'),
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love.graphics.newImage('assets/img/asteroid3.png')
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love.graphics.newImage('assets/img/asteroid2.png')
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}
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asteroids = {}
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for i=1, num_asteroids do
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temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroids[i] = { x = math.random(0, canvas.width - temp_img:getWidth()),
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y = math.random(200, canvas.height - temp_img:getHeight()),
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speed = math.random(1, max_speed_asteroids),
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img = temp_img,
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angle = math.random(0, 90)}
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local temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroids[i] = {
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x = math.random(0, canvas.width - temp_img:getWidth()),
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y = math.random(200, canvas.height - temp_img:getHeight()),
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speed = math.random(1, max_speed_asteroids),
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img = temp_img,
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angle = math.random(0, 90)
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}
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end
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end
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@ -52,12 +55,10 @@ function love.update(dt)
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if play then
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-- Phytics world
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world:update(dt)
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-- Controls
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if love.keyboard.isDown('escape') or love.keyboard.isDown('q') then
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love.event.push('quit')
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end
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if love.keyboard.isDown("right") then
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ship.body:applyForce(ship.power, 0)
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elseif love.keyboard.isDown("left") then
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@ -71,11 +72,9 @@ function love.update(dt)
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-- Rotate asteroids
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for key, value in pairs(asteroids) do
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-- Rota
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value.angle = asteroids[key].angle + (dt * math.pi / 10)
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value.x = asteroids[key].x - asteroids[key].speed
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end
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-- Destroy asteroids
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for key, value in pairs(asteroids) do
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if value.x + asteroids[key].img:getWidth() < 0 then
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@ -85,7 +84,7 @@ function love.update(dt)
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-- Create asteroids
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if table_length(asteroids) < num_asteroids then
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temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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local temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroids[table_length(asteroids) + 1] = {
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x = canvas.width + temp_img:getWidth(),
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y = math.random(0, canvas.height - temp_img:getHeight()),
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@ -123,7 +122,17 @@ function love.update(dt)
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end
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for key, value in pairs(asteroids) do -- Asteroids
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if CheckCollision(asteroids[key].x - (asteroids[key].img:getWidth() / 2), asteroids[key].y - (asteroids[key].img:getHeight() / 2), asteroids[key].img:getWidth(), asteroids[key].img:getHeight(), ship.body:getX(), ship.body:getY(), ship.img:getWidth(), ship.img:getHeight()) then
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local asteroid_temp = {
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x = asteroids[key].x,
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y = asteroids[key].y,
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radius = asteroids_collision
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}
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local ship_temp = {
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x = ship.body:getX() + (ship.img:getWidth() / 2),
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y = ship.body:getY() + (ship.img:getHeight() / 2),
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radius = ship.size_collition
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}
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if checkCircleCollision(asteroid_temp, ship_temp) then
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play = false
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end
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end
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@ -143,13 +152,13 @@ function love.draw()
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for key, value in pairs(asteroids) do
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love.graphics.draw(value.img, value.x, value.y, value.angle, 1, 1, value.img:getWidth() / 2, value.img:getHeight() / 2)
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if debug then
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love.graphics.rectangle("line", value.x - (value.img:getWidth() / 2), value.y - (value.img:getHeight() / 2), value.img:getWidth(), value.img:getHeight())
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love.graphics.circle("line", value.x, value.y, asteroids_collision, ship.polygons_collition)
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end
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end
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-- Ship
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love.graphics.draw(ship.img, ship.body:getX(), ship.body:getY())
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if debug then
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love.graphics.rectangle("line", ship.body:getX(), ship.body:getY(), ship.img:getWidth(), ship.img:getHeight())
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love.graphics.circle("line", ship.body:getX() + (ship.img:getWidth() / 2), ship.body:getY() + (ship.img:getHeight() / 2), ship.size_collition, ship.polygons_collition)
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end
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-- Texts
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if not play and not win then -- Game over
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@ -177,12 +186,7 @@ function sleep(n) -- seconds
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end
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-- Collision detection function.
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-- Returns true if two boxes overlap, false if they don't
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-- x1,y1 are the left-top coords of the first box, while w1,h1 are its width and height
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-- x2,y2,w2 & h2 are the same, but for the second box
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function CheckCollision(x1,y1,w1,h1, x2,y2,w2,h2)
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return x1 < x2+w2 and
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x2 < x1+w1 and
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y1 < y2+h2 and
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y2 < y1+h1
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function checkCircleCollision(circle1, circle2)
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local distance = math.sqrt((circle1.x - circle2.x) ^ 2 + (circle1.y - circle2.y) ^ 2)
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return distance <= circle1.radius + circle2.radius
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end
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