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physics.lua
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physics.lua
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--[[
PHYSICS LIBRARY THING
WRITTEN BY MAURICE GUÉGAN FOR MARI0
DON'T STEAL MY SHIT
Licensed under WTFPL
]]--
--MASK REFERENCE LIST
---1: *ALWAYS NOT COLLIDE*
---2: WORLD
---3: MARIO
---4: GOOMBA
---5: KOOPA
---6: MUSHROOM/ONEUP/FLOWER/STAR
---7: GEL DISPENSER
---8: GEL
---9: BOX
--10: SCREENBOUNDARIES
--11: BULLETBILL
--12: PORTALWALLS
--13: FIREBALLS
--14: HAMMERS
--15: PLATFORMS/SEESAWS
--16: BOWSER
--17: FIRE
--18: VINE
--19: SPRING
--20: HAMMERBROS
--21: LAKITO
--22: BUTTON --Not used anymore
--23: CASTLEFIRE
--24: CHEEP
--25: DOOR
--26: FAITHPLATE
--27: FLYINGFISH
--28: LIGHTBRIDGE
--29: PLANT
--30: SQUID
--31: UPFIRE
function prerotatecall(a, b)
local prerotatecalls = {"goomba", "koopa", "hammerbros", "lakito", "cheep", "flyingfish", "squid"}
if tablecontains(prerotatecalls, a) then
return true
end
return false
end
function physicsupdate(dt)
local lobjects = objects
for j, w in pairs(lobjects) do
if j ~= "tile" then
for i, v in pairs(w) do
if v.static == false and v.active then
--GRAVITY
v.speedy = v.speedy + (v.gravity or yacceleration)*dt*0.5
if v.speedy > maxyspeed then
v.speedy = maxyspeed
end
--Standard conversion!
if v.gravitydirection and v.gravitydirection ~= math.pi/2 then
v.speedx, v.speedy = convertfromstandard(v, v.speedx, v.speedy)
end
--PORTALS LOL
local passed = false
if v.portalable ~= false then
if not checkportalVER(v, v.x+v.speedx*dt) then
if checkportalHOR(v, v.y+v.speedy*dt) then
passed = true
end
else
passed = true
end
if passed and j == "player" then
playsound("portalenter")
end
end
--COLLISIONS ROFL
local horcollision = false
local vercollision = false
local latetable = {"portalwall", "castlefirefire", "platform"}
--VS OTHER OBJECTS PRE TILE GROUP
for h, u in pairs(lobjects) do
if h ~= "tile" then
local pass = true
for k, l in pairs(latetable) do
if h == l then
pass = false
break
end
end
if pass then
local hor, ver = handlegroup(i, h, u, v, j, dt, passed)
if hor then
horcollision = true
end
if ver then
vercollision = true
end
--Check for emancipation grill
checkforemances(dt, v)
end
end
end
--VS TILES (Because I only wanna check close ones)
local xstart = math.floor(v.x+v.speedx*dt-2/16)+1
local ystart = math.floor(v.y+v.speedy*dt-2/16)+1
local xfrom = xstart
local xto = xstart+math.ceil(v.width+0.0001)
local dir = 1
if v.speedx < 0 then
xfrom, xto = xto, xfrom
dir = -1
end
for x = xfrom, xto, dir do
for y = ystart, ystart+math.ceil(v.height+0.0001) do
--check if invisible block
if inmap(x, y) and (not tilequads[map[x][y][1]]:getproperty("invisible", x, y) or j == "player") then
local t = lobjects["tile"][x .. "-" .. y]
if t then
-- Same object Active Not masked
if (i ~= g or j ~= h) and t.active and v.mask[t.category] ~= true then
local collision1, collision2 = checkcollision(v, t, "tile", x .. "-" .. y, j, i, dt, passed)
if collision1 then
horcollision = true
elseif collision2 then
vercollision = true
end
end
end
end
end
end
--VS: LATE OBJECTS
for g, h in pairs(latetable) do
local u = objects[h]
local hor, ver = handlegroup(i, h, u, v, j, dt, passed)
if hor then
horcollision = true
end
if ver then
vercollision = true
end
--Check for emancipation grill
checkforemances(dt, v)
end
--Move the object
if vercollision == false then
v.y = v.y + v.speedy*dt
end
if horcollision == false then
v.x = v.x + v.speedx*dt
end
if v.gravitydirection and v.gravitydirection ~= math.pi/2 then
v.speedx, v.speedy = converttostandard(v, v.speedx, v.speedy)
end
if vercollision == false then
if v.previouslyonground and v.startfall and not v.jumping then
v.previouslyonground = false
if v.speedy >= 0 then
v:startfall(i)
end
end
elseif not v.previouslyonground and v.startfall then
v.previouslyonground = true
end
--check if object is inside portal
if v.portalable ~= false then
inportal(v)
end
--GRAVITY
v.speedy = v.speedy + (v.gravity or yacceleration)*dt*0.5
end
end
end
end
end
function checkforemances(dt, v, speedx, speedy)
if v.emancipatecheck then
for h, u in pairs(emancipationgrills) do
if u.active then
local spx = speedx or v.speedx
local spy = speedy or v.speedy
if u.dir == "hor" then
if inrange(v.x+6/16, u.startx-1, u.endx, true) and inrange(u.y-14/16, v.y, v.y+spy*dt, true) then
if v.emancipate then v:emancipate(h) end
end
else
if inrange(v.y+6/16, u.starty-1, u.endy, true) and inrange(u.x-14/16, v.x, v.x+spx*dt, true) then
if v.emancipate then v:emancipate(h) end
end
end
end
end
end
end
function handlegroup(i, h, u, v, j, dt, passed)
local horcollision = false
local vercollision = false
for g, t in pairs(u) do
-- Same object? Active Not masked
if (i ~= g or j ~= h) and t.active and (v.mask == nil or v.mask[t.category] ~= true) and (t.mask == nil or t.mask[v.category] ~= true) then
local collision1, collision2 = checkcollision(v, t, h, g, j, i, dt, passed)
if collision1 then
horcollision = true
elseif collision2 then
vercollision = true
end
end
end
return horcollision, vercollision
end
function checkcollision(v, t, h, g, j, i, dt, passed) --v: b1table | t: b2table | h: b2type | g: b2id | j: b1type | i: b1id
local hadhorcollision = false
local hadvercollision = false
if h ~= "tile" or (not tilequads[map[t.cox][t.coy][1]]:getproperty("slantupleft", t.cox, t.coy) and not tilequads[map[t.cox][t.coy][1]]:getproperty("slantupright", t.cox, t.coy)) then
if math.abs(v.x+v.speedx*dt-t.x) < math.max(v.width, t.width)+1 and math.abs(v.y+v.speedy*dt-t.y) < math.max(v.height, t.height)+1 then
--check if it's a passive collision (Object is colliding anyway)
if not passed and aabb(v.x, v.y, v.width, v.height, t.x, t.y, t.width, t.height) then --passive collision! (oh noes!)
if passivecollision(v, t, h, g, j, i, dt) then
hadvercollision = true
end
elseif aabb(v.x + v.speedx*dt, v.y + v.speedy*dt, v.width, v.height, t.x, t.y, t.width, t.height) then
if aabb(v.x + v.speedx*dt, v.y, v.width, v.height, t.x, t.y, t.width, t.height) then --Collision is horizontal!
if horcollision(v, t, h, g, j, i, dt) then
hadhorcollision = true
end
elseif aabb(v.x, v.y+v.speedy*dt, v.width, v.height, t.x, t.y, t.width, t.height) then --Collision is vertical!
if vercollision(v, t, h, g, j, i, dt) then
hadvercollision = true
end
else
--We're fucked, it's a diagonal collision! run!
--Okay actually let's take this slow okay. Let's just see if we're moving faster horizontally than vertically, aight?
local grav = yacceleration
if self and self.gravity then
grav = self.gravity
end
if math.abs(v.speedy-grav*dt) < math.abs(v.speedx) then
--vertical collision it is.
if vercollision(v, t, h, g, j, i, dt) then
hadvercollision = true
end
else
--okay so we're moving mainly vertically, so let's just pretend it was a horizontal collision? aight cool.
if horcollision(v, t, h, g, j, i, dt) then
hadhorcollision = true
end
end
end
end
end
else
if math.abs(v.x-t.x) < math.max(v.width, t.width)+1 and math.abs(v.y-t.y) < math.max(v.height, t.height)+1 then
--check if it's a passive collision (Object is colliding anyway)
local slant = "ul"
if tilequads[map[t.cox][t.coy][1]]:getproperty("slantupright", t.cox, t.coy) then
slant = "ur"
end
if not passed and aabt(v.x, v.y, v.width, v.height, t.x, t.y, t.width, t.height, slant) then --passive collision! (oh noes!)
if trianglepassivecollision(v, t, h, g, j, i, dt) then
hadvercollision = true
end
elseif aabt(v.x + v.speedx*dt, v.y + v.speedy*dt, v.width, v.height, t.x, t.y, t.width, t.height, slant) then
if trianglevercollision(v, t, h, g, j, i, dt) then
hadvercollision = true
end
end
end
end
return hadhorcollision, hadvercollision
end
function trianglevercollision(v, t, h, g, j, i, dt)
if v.floorcollide then
if v:floorcollide(j, v, g, i) ~= false then
if v.speedy then
v.speedy = 0
end
if t.slant == "ur" then
v.y = t.y-v.height + math.max(0, math.min(1, (v.x+v.speedx*dt)-(t.x)))
elseif t.slant == "ul" then
v.y = t.y-v.height + math.max(0, math.min(1, (t.x+t.width)-((v.x+v.speedx*dt)+v.width)))
end
return true
end
else
if v.speedy then
v.speedy = 0
end
if t.slant == "ur" then
v.y = t.y-v.height+(t.x-v.x)+2/16
elseif t.slant == "ul" then
v.y = t.y-v.height + math.max(0, math.min(1, (t.x+t.width)-((v.x+v.speedx*dt)+v.width)))
end
return true
end
end
function trianglepassivecollision(v, t, h, g, j, i, dt)
trianglevercollision(v, t, h, g, j, i, dt)
end
function passivecollision(v, t, h, g, j, i, dt)
if v.passivecollide then
v:passivecollide(h, t, i, g)
if t.passivecollide then
t:passivecollide(j, v, i, g)
end
else
if v.floorcollide then
if v:floorcollide(h, t, i, g) ~= false then
if v.speedy > 0 then
v.speedy = 0
end
v.y = t.y - v.height
return true
end
else
if v.speedy > 0 then
v.speedy = 0
end
v.y = t.y - v.height
return true
end
end
return false
end
function horcollision(v, t, h, g, j, i, dt)
if v.speedx < 0 then
--move object RIGHT (because it was moving left)
if collisionexists("right", t) then
if callcollision("right", t, j, v, g, i) ~= false then
if t.speedx and t.speedx > 0 then
t.speedx = 0
end
end
else
if t.speedx and t.speedx > 0 then
t.speedx = 0
end
end
if collisionexists("left", v) then
if callcollision("left", v, h, t, i, g) ~= false then
if v.speedx < 0 then
v.speedx = 0
end
v.x = t.x + t.width
return true
end
else
if v.speedx < 0 then
v.speedx = 0
end
v.x = t.x + t.width
return true
end
else
--move object LEFT (because it was moving right)
if collisionexists("left", t) then
if callcollision("left", t, j, v, g, i) ~= false then
if t.speedx and t.speedx < 0 then
t.speedx = 0
end
end
else
if t.speedx and t.speedx < 0 then
t.speedx = 0
end
end
if collisionexists("right", v) then
if callcollision("right", v, h, t, i, g) ~= false then
if v.speedx > 0 then
v.speedx = 0
end
v.x = t.x - v.width
return true
end
else
if v.speedx > 0 then
v.speedx = 0
end
v.x = t.x - v.width
return true
end
end
return false
end
function vercollision(v, t, h, g, j, i, dt)
if v.speedy < 0 then
--move object DOWN (because it was moving up)
if collisionexists("floor", t) then
if callcollision("floor", t, j, v, g, i) ~= false then
if t.speedy and t.speedy > 0 then
t.speedy = 0
end
end
else
if t.speedy and t.speedy > 0 then
t.speedy = 0
end
end
if collisionexists("ceil", v) then
if callcollision("ceil", v, h, t, i, g) ~= false then
if v.speedy < 0 then
v.speedy = 0
end
v.y = t.y + t.height
return true
end
else
if v.speedy < 0 then
v.speedy = 0
end
v.y = t.y + t.height
return true
end
else
if collisionexists("ceil", t) then
if callcollision("ceil", t, j, v, g, i) ~= false then
if t.speedy and t.speedy < 0 then
t.speedy = 0
end
end
else
if t.speedy and t.speedy < 0 then
t.speedy = 0
end
end
if collisionexists("floor", v) then
if callcollision("floor", v, h, t, i, g) ~= false then
if v.speedy > 0 then
v.speedy = 0
end
v.y = t.y - v.height
return true
end
else
if v.speedy > 0 then
v.speedy = 0
end
v.y = t.y - v.height
return true
end
end
return false
end
function collisionscalls(dir, obj, a, b, c, d)
local r
if obj.gravitydirection > math.pi/4*1 and obj.gravitydirection <= math.pi/4*3 then
if dir == "floor" then
if obj.floorcollide then
r = obj:floorcollide(a, b, c, d)
end
elseif dir == "left" then
if obj.leftcollide then
r = obj:leftcollide(a, b, c, d)
end
elseif dir == "ceil" then
if obj.ceilcollide then
r = obj:ceilcollide(a, b, c, d)
end
elseif dir == "right" then
if obj.rightcollide then
r = obj:rightcollide(a, b, c, d)
end
end
elseif obj.gravitydirection > math.pi/4*3 and obj.gravitydirection <= math.pi/4*5 then
if dir == "floor" then
if obj.rightcollide then
r = obj:rightcollide(a, b, c, d)
end
elseif dir == "left" then
if obj.floorcollide then
r = obj:floorcollide(a, b, c, d)
end
elseif dir == "ceil" then
if obj.leftcollide then
r = obj:leftcollide(a, b, c, d)
end
elseif dir == "right" then
if obj.ceilcollide then
r = obj:ceilcollide(a, b, c, d)
end
end
elseif obj.gravitydirection > math.pi/4*5 and obj.gravitydirection <= math.pi/4*7 then
if dir == "floor" then
if obj.ceilcollide then
r = obj:ceilcollide(a, b, c, d)
end
elseif dir == "left" then
if obj.rightcollide then
r = obj:rightcollide(a, b, c, d)
end
elseif dir == "ceil" then
if obj.floorcollide then
r = obj:floorcollide(a, b, c, d)
end
elseif dir == "right" then
if obj.leftcollide then
r = obj:leftcollide(a, b, c, d)
end
end
else
if dir == "floor" then
if obj.leftcollide then
r = obj:leftcollide(a, b, c, d)
end
elseif dir == "left" then
if obj.ceilcollide then
r = obj:ceilcollide(a, b, c, d)
end
elseif dir == "ceil" then
if obj.rightcollide then
r = obj:rightcollide(a, b, c, d)
end
elseif dir == "right" then
if obj.floorcollide then
r = obj:floorcollide(a, b, c, d)
end
end
end
return r
end
function callcollision(dir, obj, a, b, c, d)
if not obj.gravitydirection then
if dir == "floor" then
return obj:floorcollide(a, b, c, d)
elseif dir == "left" then
return obj:leftcollide(a, b, c, d)
elseif dir == "ceil" then
return obj:ceilcollide(a, b, c, d)
elseif dir == "right" then
return obj:rightcollide(a, b, c, d)
end
end
obj.speedx, obj.speedy = converttostandard(obj, obj.speedx, obj.speedy)
local r
--PRE ROTATION CALLS!!! WOAAAH
if prerotatecall(a, b) then
r = collisionscalls(dir, obj, a, b, c, d)
end
if a == "tile" then
local purplegel = false
local x, y = b.cox, b.coy
--Find a more suitable block if available
if dir == "floor" or dir == "ceil" then
if inmap(x+1, y) and tilequads[map[x+1][y][1]]:getproperty("collision", x+1, y) and obj.x+obj.width/2+.5 > x + .5 then
x = x + 1
elseif inmap(x-1, y) and tilequads[map[x-1][y][1]]:getproperty("collision", x-1, y) and obj.x+obj.width/2+.5 < x - .5 then
x = x - 1
end
end
if dir == "left" or dir == "right" then
if inmap(x, y+1) and tilequads[map[x][y+1][1]]:getproperty("collision", x, y+1) and obj.y+obj.height/2+.5 > y + .5 then
y = y + 1
elseif inmap(x, y-1) and tilequads[map[x][y-1][1]]:getproperty("collision", x, y-1) and obj.y+obj.height/2+.5 < y - .5 then
y = y - 1
end
end
if not obj.runanimationprogress or obj.size == 1 then --cheap check for player
if dir == "left" and map[x][y]["gels"]["right"] == 4 then
if obj.gravitydirection == 0 then
obj.speedx = -obj.speedx
end
obj.gravitydirection = math.pi
purplegel = true
elseif dir == "floor" and map[x][y]["gels"]["top"] == 4 then
if obj.gravitydirection == math.pi*1.5 then
obj.speedx = -obj.speedx
end
obj.gravitydirection = math.pi/2
purplegel = true
allowskip = false
elseif dir == "right" and map[x][y]["gels"]["left"] == 4 then
if obj.gravitydirection == math.pi then
obj.speedx = -obj.speedx
end
obj.gravitydirection = 0
purplegel = true
elseif dir == "ceil" and map[x][y]["gels"]["bottom"] == 4 then
if obj.gravitydirection == math.pi/2 then
obj.speedx = -obj.speedx
end
obj.gravitydirection = math.pi*1.5
purplegel = true
end
end
if purplegel then
obj.speedy = 0
elseif obj.gravitydirection ~= math.pi/2 then
--check if wall is a side. and stuff.
local resetgravity = false
if obj.gravitydirection > math.pi/4*1 and obj.gravitydirection <= math.pi/4*3 then --down
if dir == "ceil" or dir == "floor" then
resetgravity = true
end
elseif obj.gravitydirection > math.pi/4*3 and obj.gravitydirection <= math.pi/4*5 then --left
if dir == "right" or dir == "left" then
resetgravity = true
end
elseif obj.gravitydirection > math.pi/4*5 and obj.gravitydirection <= math.pi/4*7 then --up
if dir == "floor" or dir == "ceil" then
resetgravity = true
end
else --right
if dir == "left" or dir == "right" then
resetgravity = true
end
end
if resetgravity then
obj.gravitydirection = math.pi/2
obj.speedy = 0
obj.speedx = -obj.speedx
end
end
elseif obj.gravitydirection ~= math.pi/2 and (not b.gravitydirection or b.gravitydirection ~= obj.gravitydirection) then
--Player vs box hardcode fix
if (a == "box" and obj.category == 3) or (a == "player" and obj.category == 9) then
else
obj.gravitydirection = math.pi/2
obj.speedy = 0
obj.speedx = -obj.speedx
end
end
--AFTER ROTATION CALLS!!! WOAAAH
if not prerotatecall(a, b) then
r = collisionscalls(dir, obj, a, b, c, d)
end
obj.speedx, obj.speedy = convertfromstandard(obj, obj.speedx, obj.speedy)
return r
end
function collisionexists(dir, obj)
if not obj.gravitydirection or (obj.gravitydirection > math.pi/4*1 and obj.gravitydirection <= math.pi/4*3) then
if dir == "floor" then
return obj.floorcollide
elseif dir == "left" then
return obj.leftcollide
elseif dir == "ceil" then
return obj.ceilcollide
elseif dir == "right" then
return obj.rightcollide
end
elseif obj.gravitydirection > math.pi/4*3 and obj.gravitydirection <= math.pi/4*5 then
if dir == "floor" then
return obj.rightcollide
elseif dir == "left" then
return obj.floorcollide
elseif dir == "ceil" then
return obj.leftcollide
elseif dir == "right" then
return obj.ceilcollide
end
elseif obj.gravitydirection > math.pi/4*5 and obj.gravitydirection <= math.pi/4*7 then
if dir == "floor" then
return obj.ceilcollide
elseif dir == "left" then
return obj.rightcollide
elseif dir == "ceil" then
return obj.floorcollide
elseif dir == "right" then
return obj.leftcollide
end
else
if dir == "floor" then
return obj.leftcollide
elseif dir == "left" then
return obj.ceilcollide
elseif dir == "ceil" then
return obj.rightcollide
elseif dir == "right" then
return obj.floorcollide
end
end
end
function adjustcollside(side, gravitydirection)
if side == "left" then
if gravitydirection > math.pi/4*1 and gravitydirection <= math.pi/4*3 then --down
return "left"
elseif gravitydirection > math.pi/4*3 and gravitydirection <= math.pi/4*5 then --left
return "up"
elseif gravitydirection > math.pi/4*5 and gravitydirection <= math.pi/4*7 then --up
return "right"
else --right
return "down"
end
elseif side == "up" then
if gravitydirection > math.pi/4*1 and gravitydirection <= math.pi/4*3 then --down
return "up"
elseif gravitydirection > math.pi/4*3 and gravitydirection <= math.pi/4*5 then --left
return "right"
elseif gravitydirection > math.pi/4*5 and gravitydirection <= math.pi/4*7 then --up
return "down"
else --right
return "left"
end
elseif side == "right" then
if gravitydirection > math.pi/4*1 and gravitydirection <= math.pi/4*3 then --down
return "right"
elseif gravitydirection > math.pi/4*3 and gravitydirection <= math.pi/4*5 then --left
return "down"
elseif gravitydirection > math.pi/4*5 and gravitydirection <= math.pi/4*7 then --up
return "left"
else --right
return "up"
end
elseif side == "down" then
if gravitydirection > math.pi/4*1 and gravitydirection <= math.pi/4*3 then --down
return "down"
elseif gravitydirection > math.pi/4*3 and gravitydirection <= math.pi/4*5 then --left
return "left"
elseif gravitydirection > math.pi/4*5 and gravitydirection <= math.pi/4*7 then --up
return "up"
else --right
return "right"
end
end
end
function aabb(ax, ay, awidth, aheight, bx, by, bwidth, bheight)
return ax+awidth > bx and ax < bx+bwidth and ay+aheight > by and ay < by+bheight
end
function aabt(ax, ay, awidth, aheight, bx, by, bwidth, bheight, bdir)
if bdir == "ur" then
return ax+awidth > bx and ax < bx+bwidth and ay+aheight > by and ay < by+bheight and ay + aheight - by > ax - bx
elseif bdir == "ul" then
return ax+awidth > bx and ax < bx+bwidth and ay+aheight > by and ay < by+bheight and ay + aheight - by > bheight - ax - awidth + bx
elseif bdir == "dl" then
return ax+awidth > bx and ax < bx+bwidth and ay+aheight > by and ay < by+bheight and ay - by < ax+awidth - bx
elseif bdir == "dr" then
return ax+awidth > bx and ax < bx+bwidth and ay+aheight > by and ay < by+bheight and ay - by < bwidth- ax + bx
end
end
function checkrect(x, y, width, height, list, statics)
local out = {}
local inobj
local catlist = ""
if type(list) == "table" and list[1] == "exclude" then
inobj = {unpack(list)}
table.remove(inobj, 1)
list = "all"
end
for i, v in pairs(objects) do
local contains = false
if list and list ~= "all" then
for j = 1, #list do
if list[j] == i then
contains = true
elseif tonumber(list[j]) and "enemy" == i then
contains = true
catlist = tonumber(list[j])
end
end
end
if list == "all" or contains then
for j, w in pairs(v) do
if statics or w.static ~= true or list ~= "all" then
local skip = false
if inobj then
for i, v in pairs(inobj) do
if v == w then
skip = true
end
if (v.mask ~= nil and v.mask[w.category] == true) or (w.mask ~= nil and w.mask[v.category] == true) then
skip = true
end
end
end
if not skip then
if w.active then
if aabb(x, y, width, height, w.x, w.y, w.width, w.height) then
if (i=="enemy" and catlist == w.category) or catlist == "" or i ~= "enemy" then
table.insert(out, i)
table.insert(out, j)
end
end
end
end
end
end
end
end
return out
end
function inportal(self)
if self.mask[2] then
return
end
for i, v in pairs(portals) do
if v.x1 ~= false and v.x2 ~= false then
local portal1xplus = 0
local portal2xplus = 0
local portal1Y = v.y1
local portal2Y = v.y2
local portal1yplus = 0
local portal2yplus = 0
local portal1X = v.x1
local portal2X = v.x2
--Get the extra block of each portal
if v.facing1 == "up" then
portal1xplus = 1
elseif v.facing1 == "down" then
portal1xplus = -1
end
if v.facing2 == "up" then
portal2xplus = 1
elseif v.facing2 == "down" then
portal2xplus = -1
end
if v.facing1 == "right" then
portal1yplus = 1
elseif v.facing1 == "left" then
portal1yplus = -1
end
if v.facing2 == "right" then
portal2yplus = 1
elseif v.facing2 == "left" then
portal2yplus = -1
end
local x = math.floor(self.x+self.width/2)+1
local y = math.floor(self.y+self.height/2)+1
if (x == portal1X or x == portal1X + portal1xplus) and (y == portal1Y or y == portal1Y + portal1yplus) then
local entryportalX = v.x1
local entryportalY = v.y1
local entryportalfacing = v.facing1
local exitportalX = v.x2
local exitportalY = v.y2
local exitportalfacing = v.facing2
self.x, self.y, self.speedx, self.speedy, self.rotation = portalcoords(self.x, self.y, self.speedx, self.speedy, self.width, self.height, self.rotation, self.animationdirection, entryportalX, entryportalY, entryportalfacing, exitportalX, exitportalY, exitportalfacing, self, true)
elseif (x == portal2X or x == portal2X + portal2xplus) and (y == portal2Y or y == portal2Y + portal2yplus) then
local entryportalX = v.x2
local entryportalY = v.y2
local entryportalfacing = v.facing2
local exitportalX = v.x1
local exitportalY = v.y1
local exitportalfacing = v.facing1
self.x, self.y, self.speedx, self.speedy, self.rotation = portalcoords(self.x, self.y, self.speedx, self.speedy, self.width, self.height, self.rotation, self.animationdirection, entryportalX, entryportalY, entryportalfacing, exitportalX, exitportalY, exitportalfacing, self)
end
end
end
return false
end
function checkportalHOR(self, nextY) --handles horizontal (up- and down facing) portal teleportation
for i, v in pairs(portals) do
if v.x1 ~= false and v.x2 ~= false then
local portal1xplus = 0
local portal2xplus = 0
local portal1Y = v.y1
local portal2Y = v.y2
--Get the extra block of each portal
if v.facing1 == "up" then
portal1xplus = 1
portal1Y = portal1Y - 1
elseif v.facing1 == "down" then
portal1xplus = -1
end
if v.facing2 == "up" then
portal2xplus = 1
portal2Y = portal2Y - 1
elseif v.facing2 == "down" then
portal2xplus = -1
end
--first part checks whether object is in the portal's x range, second part whether object just moved through the portal's Y value
if ((v.x1 == math.floor(self.x+1) or v.x1+portal1xplus == math.floor(self.x+1)) and inrange(portal1Y, self.y+self.height/2, nextY+self.height/2))
or ((v.x2 == math.floor(self.x+1) or v.x2+portal2xplus == math.floor(self.x+1)) and inrange(portal2Y, self.y+self.height/2, nextY+self.height/2)) then
--check which portal is entry
local entryportalX, entryportalY, entryportalfacing
local exitportalX, exitportalY, exitportalfacing
local entryportalxplus, entryportalyplus, exitportalxplus, exitportalyplus
if (v.x1 == math.floor(self.x+1) or v.x1+portal1xplus == math.floor(self.x+1)) and inrange(portal1Y, self.y+self.height/2, nextY+self.height/2) then
entryportalX = v.x1
entryportalY = v.y1
entryportalfacing = v.facing1
entryportalxplus = portal1xplus
exitportalX = v.x2
exitportalY = v.y2
exitportalfacing = v.facing2
exitportalxplus = portal2xplus
else
entryportalX = v.x2
entryportalY = v.y2
entryportalfacing = v.facing2
entryportalxplus = portal2xplus
exitportalX = v.x1
exitportalY = v.y1
exitportalfacing = v.facing1
exitportalxplus = portal1xplus
end
--check if movement makes that portal even a possibility
if entryportalfacing == "up" then
if self.speedy < 0 then
return false
end
elseif entryportalfacing == "down" then
if self.speedy > 0 then
return false
end