55 lines
1.5 KiB
Lua
55 lines
1.5 KiB
Lua
--basic grid based collision detection
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function collision(oldposx,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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if (player.playerx > map_max or player.playerx <= 0) or (player.playery > map_max or player.playery <= 0) or loaded_chunks[0][0][player.playerx][player.playery]["block"] ~= 1 then
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player.playerx,player.playery = oldposx,oldposy
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--can't move
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oof:setPitch(love.math.random(65,100)/100)
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oof:stop()
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oof:play()
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print("return true")
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return(true)
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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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if player.playery ~= map_max and loaded_chunks[0][0][player.playerx][player.playery+1]["block"] == 1 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 loaded_chunks[0][-1][player.playerx][1]["block"] == 1 then
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print("applying new chunk gravity")
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if gravtimer >= 0.2 then
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print("moo")
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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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gravtimer = 0
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end
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end
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