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--basic grid based collision detection
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--{-x,+x,-y,+y}
player_collision_box = { - 0.2 , 0.2 , - 0.9 , 0.8 }
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--squared collision detection
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player.on_block = false
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function collision ( oldposx , oldposy )
--do stairs
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player_in_unloaded_chunk = false
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local xer = { player_collision_box [ 1 ] , player_collision_box [ 2 ] }
local yer = { player_collision_box [ 3 ] , player_collision_box [ 4 ] }
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local fall = true
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--check the corners (y)
player.playery = player.playery + player.inertiay
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for q = 1 , 2 do
for r = 1 , 2 do
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local squarex = math.floor ( player.playerx + xer [ q ] )
local squarey = math.floor ( player.playery + yer [ r ] )
--use this to detect outside chunk 00
local chunkerx = 0
local chunkery = 0
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if squarex < 1 then
chunkerx = - 1
squarex = map_max
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--print("adjusting x -1")
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elseif squarex > map_max then
chunkerx = 1
squarex = 1
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--print("adjusting x +1")
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end
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if squarey < 1 then
chunkery = 1
squarey = map_max
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--print("adjusting y +1")
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elseif squarey > map_max then
chunkery = - 1
squarey = 1
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--print("adjusting y -1")
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end
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--print(chunkerx, chunkery, "|", squarex,squarey)
--print( loaded_chunks[chunkerx][chunkery][squarex][squarey]["block"])
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--if (squarex1 > map_max or squarex1 <= 0) or (squarey1 > map_max or squarey1 <= 0) or blocks[loaded_chunks[0][0][squarex1][squarey1]["block"]]["collide"] ~= false then
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if loaded_chunks [ chunkx + chunkerx ] and loaded_chunks [ chunkx + chunkerx ] [ chunkery + chunky ] and loaded_chunks [ chunkx + chunkerx ] [ chunkery + chunky ] [ squarex ] and loaded_chunks [ chunkx + chunkerx ] [ chunkery + chunky ] [ squarex ] [ squarey ] then
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if blocks [ loaded_chunks [ chunkx + chunkerx ] [ chunkery + chunky ] [ squarex ] [ squarey ] [ " block " ] ] [ " collide " ] ~= false then
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player.playery = oldposy
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if r == 2 then
player.on_block = true
fall = false
end
if r == 1 then
player.on_block = false
end
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end
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else
player_in_unloaded_chunk = true
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end
end
end
if fall == true then
player.on_block = false
end
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--check the corners(x)
player.playerx = player.playerx + player.inertiax
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for q = 1 , 2 do
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for r = 1 , 3 do
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local squarex = math.floor ( player.playerx + xer [ q ] )
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local squarey
if r < 3 then
squarey = math.floor ( player.playery + yer [ r ] )
else
squarey = math.floor ( player.playery )
end
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--print(squarex)
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--use this to detect outside chunk 00
local chunkerx = 0
local chunkery = 0
if squarex < 1 then
chunkerx = - 1
squarex = map_max
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--print("adjusting x -1")
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elseif squarex > map_max then
chunkerx = 1
squarex = 1
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--print("adjusting x +1")
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end
if squarey < 1 then
chunkery = 1
squarey = map_max
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--print("adjusting y +1")
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elseif squarey > map_max then
chunkery = - 1
squarey = 1
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--print("adjusting y -1")
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end
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--if (squarex1 > map_max or squarex1 <= 0) or (squarey1 > map_max or squarey1 <= 0) or blocks[loaded_chunks[0][0][squarex1][squarey1]["block"]]["collide"] ~= false then
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if loaded_chunks [ chunkx + chunkerx ] and loaded_chunks [ chunkx + chunkerx ] [ chunkery + chunky ] and loaded_chunks [ chunkx + chunkerx ] [ chunkery + chunky ] [ squarex ] and loaded_chunks [ chunkx + chunkerx ] [ chunkery + chunky ] [ squarex ] [ squarey ] then
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if blocks [ loaded_chunks [ chunkx + chunkerx ] [ chunkery + chunky ] [ squarex ] [ squarey ] [ " block " ] ] [ " collide " ] ~= false then
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player.inertiax = 0
player.playerx = oldposx
--print("stopping x inertia and pos")
end
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else
player_in_unloaded_chunk = true
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end
end
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end
end
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