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--basic grid based collision detection
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--squared collision detection
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player.on_block = false
function collisiony ( oldposy )
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--stairs
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--if (player.playerx <= map_max and player.playerx > 1) and
-- (player.playery < map_max and player.playery > 1) and
-- loaded_chunks[0][0][player.playerx][player.playery]["block"] == 3 then
-- player.playery = player.playery - 1
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local xer = { 0.3 , 0.7 }
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local yer = { 0 , 1 }
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local fall = true
--check the corners
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for q = 1 , 2 do
for r = 1 , 2 do
local squarex1 = math.floor ( player.playerx + xer [ q ] )
local squarey1 = math.floor ( player.playery + yer [ r ] )
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--if (squarex1 > map_max or squarex1 <= 0) or (squarey1 > map_max or squarey1 <= 0) or ore[loaded_chunks[0][0][squarex1][squarey1]["block"]]["collide"] ~= false then
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if ( player.playerx <= map_max and player.playerx > 1 ) and ( player.playery < map_max and player.playery > 1 ) and ore [ loaded_chunks [ 0 ] [ 0 ] [ squarex1 ] [ squarey1 ] [ " block " ] ] [ " collide " ] ~= false then
player.playery = oldposy
if r == 2 then
player.on_block = true
fall = false
end
if r == 1 then
player.on_block = false
end
end
end
end
if fall == true then
player.on_block = false
end
end
function collisionx ( oldposx )
--stairs
--if (player.playerx <= map_max and player.playerx > 1) and
-- (player.playery < map_max and player.playery > 1) and
-- loaded_chunks[0][0][player.playerx][player.playery]["block"] == 3 then
-- player.playery = player.playery - 1
local xer = { 0.3 , 0.7 }
local yer = { 0 , 1 }
local fall = true
--check the corners
for q = 1 , 2 do
for r = 1 , 2 do
local squarex1 = math.floor ( player.playerx + xer [ q ] )
local squarey1 = math.floor ( player.playery + yer [ r ] )
--if (squarex1 > map_max or squarex1 <= 0) or (squarey1 > map_max or squarey1 <= 0) or ore[loaded_chunks[0][0][squarex1][squarey1]["block"]]["collide"] ~= false then
if ( player.playerx <= map_max and player.playerx > 1 ) and ( player.playery < map_max and player.playery > 1 ) and ore [ loaded_chunks [ 0 ] [ 0 ] [ squarex1 ] [ squarey1 ] [ " block " ] ] [ " collide " ] ~= false then
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player.inertiax = 0
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player.playerx = oldposx
print ( " stopping x inertia and pos " )
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end
end
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end
end
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--make the player fall when in air
gravtimer = 0
function gravity ( dt )
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--don't apply gravity if at bottom
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--if player.playery == map_max then
-- player.playery = player.playery + 1
-- maplib.new_block()
-- return
--end
gravtimer = gravtimer + dt
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--reverse gravity in water
if player.playery ~= 1 and ore [ loaded_chunks [ 0 ] [ 0 ] [ player.playerx ] [ player.playery ] [ " block " ] ] [ " float " ] == true then
if gravtimer >= 0.2 then
local oldposx , oldposy = player.playerx , player.playery
player.playery = player.playery - 1
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--collision(oldposx,oldposy)
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gravtimer = 0
end
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elseif player.playery == 1 and ore [ loaded_chunks [ 0 ] [ 1 ] [ player.playerx ] [ map_max ] [ " block " ] ] [ " float " ] == true then
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if gravtimer >= 0.2 then
player.playery = player.playery - 1
maplib.new_block ( )
end
--else apply normal gravity
elseif player.playery ~= map_max and ore [ loaded_chunks [ 0 ] [ 0 ] [ player.playerx ] [ player.playery + 1 ] [ " block " ] ] [ " collide " ] == false then
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if gravtimer >= 0.2 then
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local oldposx , oldposy = player.playerx , player.playery
player.playery = player.playery + 1
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--collision(oldposx,oldposy)
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gravtimer = 0
end
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elseif player.playery == map_max and ore [ loaded_chunks [ 0 ] [ - 1 ] [ player.playerx ] [ 1 ] [ " block " ] ] [ " collide " ] == false then
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--print("applying new chunk gravity")
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if gravtimer >= 0.2 then
player.playery = player.playery + 1
maplib.new_block ( )
end
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else
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--print("failure")
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gravtimer = 0
end
end