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--basic grid based collision detection
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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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local xer = { - 0.2 , 0.2 }
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local yer = { 0 , 1 }
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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
print ( " adjusting x -1 " )
elseif squarex > map_max then
chunkerx = 1
squarex = 1
print ( " adjusting x +1 " )
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end
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if squarey < 1 then
chunkery = 1
squarey = map_max
print ( " adjusting y +1 " )
elseif squarey > map_max then
chunkery = - 1
squarey = 1
print ( " adjusting y -1 " )
end
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 ore[loaded_chunks[0][0][squarex1][squarey1]["block"]]["collide"] ~= false then
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if ore [ loaded_chunks [ chunkerx ] [ chunkery ] [ squarex ] [ squarey ] [ " block " ] ] [ " collide " ] ~= false then
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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
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--check the corners(x)
player.playerx = player.playerx + player.inertiax
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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 ] )
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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
print ( " adjusting x -1 " )
elseif squarex > map_max then
chunkerx = 1
squarex = 1
print ( " adjusting x +1 " )
end
if squarey < 1 then
chunkery = 1
squarey = map_max
print ( " adjusting y +1 " )
elseif squarey > map_max then
chunkery = - 1
squarey = 1
print ( " adjusting y -1 " )
end
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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 ore [ loaded_chunks [ chunkerx ] [ chunkery ] [ squarex ] [ squarey ] [ " block " ] ] [ " collide " ] ~= false then
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player.inertiax = 0
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player.playerx = oldposx
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--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