Put bubble movement code in its own function

main
Tyler Scott 2022-02-09 08:06:39 +07:00
parent 7755bb3885
commit df97902906
1 changed files with 82 additions and 59 deletions

141
main.lua
View File

@ -108,6 +108,73 @@ local function find_nearest_slot(x, y)
return nearest_slot_index return nearest_slot_index
end end
local function move_bubble(x, y, velocity_x, velocity_y)
local start_time = love.timer.getTime()
local new_x = x + velocity_x
local new_y = y + velocity_y
local new_velocity_x = velocity_x
local new_velocity_y = velocity_y
local should_stop = false
-- collision with ceiling
if new_y - game.bubble_radius <= game.level_top then
should_stop = true
end
-- collision with walls
if not should_stop then
if new_x + game.bubble_radius >= game.level_right or
new_x - game.bubble_radius <= game.level_left then
local impact_x = game.level_left + game.bubble_radius
if new_x + game.bubble_radius >= game.level_right then
impact_x = game.level_right - game.bubble_radius
end
local dx = impact_x - x
local ratio = dx / new_velocity_x
local dy = new_velocity_y * ratio
local impact_y = y + dy
local ratio_after_bounce = 1.0 - ratio
new_velocity_x = -new_velocity_x
new_x = impact_x + new_velocity_x * ratio_after_bounce
new_y = impact_y + new_velocity_y * ratio_after_bounce
end
end
-- collision with another bubble
if not should_stop then
for i = 1, #game.bubble_slots do
local slot = game.bubble_slots[i]
if slot.bubble_type ~= 0 then
local diff_x = new_x - slot.x
local diff_y = new_y - slot.y
local dist = math.sqrt(diff_x * diff_x + diff_y * diff_y)
if dist <= game.bubble_diameter - 3 then -- -3 to allow squeezing through
should_stop = true
break
end
end
end
end
local nearest_slot_index = 0
if should_stop then
nearest_slot_index = find_nearest_slot(new_x, new_y)
new_x = game.bubble_slots[nearest_slot_index].x
new_y = game.bubble_slots[nearest_slot_index].y
new_velocity_x = 0
new_velocity_y = 0
end
-- print(string.format("%.10f", love.timer.getTime() - start_time))
return {
x = new_x,
y = new_y,
velocity_x = new_velocity_x,
velocity_y = new_velocity_y,
should_stop = should_stop,
nearest_slot_index = nearest_slot_index
}
end
local function find_matches(start_index) local function find_matches(start_index)
local bubble_type = game.bubble_slots[start_index].bubble_type local bubble_type = game.bubble_slots[start_index].bubble_type
local to_check = {start_index} local to_check = {start_index}
@ -280,64 +347,24 @@ function love.update(dt)
if game.next_bubble and if game.next_bubble and
(game.next_bubble.velocity_x ~= 0 or game.next_bubble.velocity_y ~= 0) then (game.next_bubble.velocity_x ~= 0 or game.next_bubble.velocity_y ~= 0) then
local next_x = game.next_bubble.x + game.next_bubble.velocity_x local movement_info
local next_y = game.next_bubble.y + game.next_bubble.velocity_y
local bubble_should_stop = false
-- collision with ceiling movement_info = move_bubble(
if next_y - game.bubble_radius <= game.level_top then game.next_bubble.x,
bubble_should_stop = true game.next_bubble.y,
end game.next_bubble.velocity_x,
game.next_bubble.velocity_y
)
game.next_bubble.x = movement_info.x
game.next_bubble.y = movement_info.y
game.next_bubble.velocity_x = movement_info.velocity_x
game.next_bubble.velocity_y = movement_info.velocity_y
-- collision with walls if movement_info.should_stop then
if not bubble_should_stop then game.bubble_slots[movement_info.nearest_slot_index].bubble_type =
if next_x + game.bubble_radius >= game.level_right or game.next_bubble.bubble_type
next_x - game.bubble_radius <= game.level_left then
local impact_x = game.level_left + game.bubble_radius
if next_x + game.bubble_radius >= game.level_right then
impact_x = game.level_right - game.bubble_radius
end
local dx = impact_x - game.next_bubble.x
local ratio = dx / game.next_bubble.velocity_x
local dy = game.next_bubble.velocity_y * ratio
local impact_y = game.next_bubble.y + dy
local ratio_after_bounce = 1.0 - ratio
game.next_bubble.velocity_x = -game.next_bubble.velocity_x
next_x = impact_x + game.next_bubble.velocity_x * ratio_after_bounce
next_y = impact_y + game.next_bubble.velocity_y * ratio_after_bounce
end
end
-- collision with another bubble local matches = find_matches(movement_info.nearest_slot_index)
if not bubble_should_stop then
for i = 1, #game.bubble_slots do
local slot = game.bubble_slots[i]
if slot.bubble_type ~= 0 then
local diff_x = next_x - slot.x
local diff_y = next_y - slot.y
local dist = math.sqrt(diff_x * diff_x + diff_y * diff_y)
if dist <= game.bubble_diameter - 2 then -- -2 to allow squeezing through
local depth = game.bubble_diameter - dist
local direction_x = diff_x / dist
local direction_y = diff_y / dist
next_x = next_x + direction_x * depth
next_y = next_y + direction_y * depth
bubble_should_stop = true
break
end
end
end
end
if bubble_should_stop then
local nearest_slot_index = find_nearest_slot(next_x, next_y)
game.next_bubble.x = game.bubble_slots[nearest_slot_index].x
game.next_bubble.y = game.bubble_slots[nearest_slot_index].y
game.next_bubble.velocity_x = 0
game.next_bubble.velocity_y = 0
game.bubble_slots[nearest_slot_index].bubble_type = game.next_bubble.bubble_type
local matches = find_matches(nearest_slot_index)
if #matches >= 3 then if #matches >= 3 then
game.next_bubble = nil game.next_bubble = nil
@ -391,10 +418,6 @@ function love.update(dt)
velocity_y = 0 velocity_y = 0
} }
end end
else
game.next_bubble.x = next_x
game.next_bubble.y = next_y
end end
end end