Add collision detection and response
parent
e6959f05ec
commit
c1447c4de2
84
main.lua
84
main.lua
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@ -30,6 +30,25 @@ local function get_next_bubble_type(index, remaining_bubble_types)
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return remaining_bubble_types[love.math.random(#remaining_bubble_types)]
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end
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local function find_nearest_slot(x, y)
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local nearest_slot_index = 0
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local min_dist = math.huge
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for i = 1, #game.bubble_slots do
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local slot = game.bubble_slots[i]
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if slot.bubble_type == 0 then
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local diff_x = x - slot.x
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local diff_y = y - slot.y
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local dist = math.sqrt(diff_x * diff_x + diff_y * diff_y)
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if dist < min_dist then
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min_dist = dist
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nearest_slot_index = i
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end
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end
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end
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assert(nearest_slot_index ~= 0, "no nearest slot found")
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return nearest_slot_index
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end
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function love.load(arg)
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game.window_width, game.window_height = love.graphics.getDimensions()
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@ -130,8 +149,69 @@ end
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function love.update(dt)
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if game.paused then return end
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if game.next_bubble.velocity_x ~= 0 or game.next_bubble.velocity_y ~= 0 then
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game.next_bubble.x = game.next_bubble.x + game.next_bubble.velocity_x * dt
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game.next_bubble.y = game.next_bubble.y + game.next_bubble.velocity_y * dt
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local next_x = game.next_bubble.x + game.next_bubble.velocity_x * dt
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local next_y = game.next_bubble.y + game.next_bubble.velocity_y * dt
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local collision_detection_finished = false
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-- collision with ceiling
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if next_y - game.bubble_radius <= game.level_top then
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local nearest_slot_index = find_nearest_slot(next_x, next_y)
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game.next_bubble.x = game.bubble_slots[nearest_slot_index].x
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game.next_bubble.y = game.bubble_slots[nearest_slot_index].y
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game.next_bubble.velocity_x = 0
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game.next_bubble.velocity_y = 0
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collision_detection_finished = true
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end
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-- collision with wall
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if not collision_detection_finished then
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if next_x + game.bubble_radius >= game.level_right or
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next_x - game.bubble_radius <= game.level_left then
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local impact_x = game.level_left + game.bubble_radius
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if next_x + game.bubble_radius >= game.level_right then
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impact_x = game.level_right - game.bubble_radius
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end
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local dx = impact_x - game.next_bubble.x
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local ratio = dx / game.next_bubble.velocity_x * dt
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local dy = game.next_bubble.velocity_y * dt * ratio
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local impact_y = game.next_bubble.y + dy
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local ratio_after_bounce = 1.0 - ratio
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game.next_bubble.velocity_x = -game.next_bubble.velocity_x
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next_x = impact_x + game.next_bubble.velocity_x * dt * ratio_after_bounce
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next_y = impact_y + game.next_bubble.velocity_y * dt * ratio_after_bounce
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end
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end
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-- collision with another bubble
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if not collision_detection_finished then
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for i = 1, #game.bubble_slots do
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local slot = game.bubble_slots[i]
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if slot.bubble_type ~= 0 then
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local diff_x = next_x - slot.x
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local diff_y = next_y - slot.y
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local dist = math.sqrt(diff_x * diff_x + diff_y * diff_y)
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if dist <= game.bubble_diameter then
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local depth = game.bubble_diameter - dist
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local direction_x = diff_x / dist
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local direction_y = diff_y / dist
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next_x = next_x + direction_x * depth
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next_y = next_y + direction_y * depth
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local nearest_slot_index = find_nearest_slot(next_x, next_y)
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game.next_bubble.x = game.bubble_slots[nearest_slot_index].x
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game.next_bubble.y = game.bubble_slots[nearest_slot_index].y
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game.next_bubble.velocity_x = 0
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game.next_bubble.velocity_y = 0
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collision_detection_finished = true
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break
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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 not collision_detection_finished then
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game.next_bubble.x = next_x
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game.next_bubble.y = next_y
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end
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end
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if game.frame_by_frame then
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