114 lines
3.5 KiB
Lua
114 lines
3.5 KiB
Lua
--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 collisiony(oldposy)
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--stairs
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--if (player.playerx <= map_max and player.playerx > 1) and
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-- (player.playery < map_max and player.playery > 1) and
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-- loaded_chunks[0][0][player.playerx][player.playery]["block"] == 3 then
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-- 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
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--check the corners
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for q = 1,2 do
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for r = 1,2 do
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local squarex1 = math.floor(player.playerx+xer[q])
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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
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player.playery = oldposy
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if r == 2 then
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player.on_block = true
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fall = false
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end
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if r == 1 then
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player.on_block = false
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end
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end
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end
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end
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if fall == true then
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player.on_block = false
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end
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end
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function collisionx(oldposx)
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--stairs
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--if (player.playerx <= map_max and player.playerx > 1) and
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-- (player.playery < map_max and player.playery > 1) and
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-- loaded_chunks[0][0][player.playerx][player.playery]["block"] == 3 then
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-- 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
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--check the corners
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for q = 1,2 do
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for r = 1,2 do
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local squarex1 = math.floor(player.playerx+xer[q])
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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
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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
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end
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end
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end
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--make the player fall when in air
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gravtimer = 0
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function gravity(dt)
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--don't apply gravity if at bottom
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--if player.playery == map_max then
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-- player.playery = player.playery + 1
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-- maplib.new_block()
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-- return
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--end
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gravtimer = gravtimer + dt
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--reverse gravity in water
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if player.playery ~= 1 and ore[loaded_chunks[0][0][player.playerx][player.playery]["block"]]["float"] == true then
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if gravtimer >= 0.2 then
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local oldposx,oldposy = player.playerx,player.playery
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player.playery = player.playery - 1
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--collision(oldposx,oldposy)
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gravtimer = 0
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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
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player.playery = player.playery - 1
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maplib.new_block()
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end
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--else apply normal gravity
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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
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player.playery = player.playery + 1
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--collision(oldposx,oldposy)
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gravtimer = 0
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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
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player.playery = player.playery + 1
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maplib.new_block()
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end
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else
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--print("failure")
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gravtimer = 0
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end
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end
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