Object is positioning through joints - lua

I didn't know how to best describe this problem in the title but Ill show you pictures to illustrate what I mean.
(1) Image 1 shows the problem I am having
(2) Image 2 shows what I am trying to achieve.
-- The problem --
As you can see i am trying to make the 3 blocks align with the exception of the spike, which extrudes out. When I set this up in corona it basically makes the images align by height.
Here is my spawn function:
function createBlock(event)
b = display.newImageRect("images/Spike.png", 37,80)
b.x = display.contentWidth + 100
b.y = math.random(2) == 1 and display.contentCenterY -75 or display.contentCenterY +40
b.rotation = math.random(2) == 1 and 0 or 180
b.name = 'block'
physics.addBody( b, "static", physicsData:get("Spike"))
blocks:insert(b)
end
EDIT:
function check( event )
if b.rotation == 180 then
b.y = math.random(2) == 1 and display.contentCenterY - 80 or display.contentCenterY + 30
end
end

If the height of the object is H and the height of the spike is S (so the height of the 3 blocks is H - S), and you position them currently at Y, with Y increasing towards bottom of screen, and the object's origin is at the bottom of bottom-most block (opposite spike), and their default orientation is spike up, then:
position the blocks that have spike up at Y + H; the tip of their spike will be at Y, and the bottom of the spike at Y + S.
position the blocks that have spike down at Y + S, then rotate 180 deg. The top-most edge of the blocks will be at Y+S, which is what you want.
If any of the conditions in the first paragraph are different, you will have to make corresponding adjustments, but hopefully this shows how to figure it out.
Update:
Probably a better way is to shift the anchor point so it is in the center of the middle square. By default anchor is at 0.5, thus placing it between the 2nd and 3rd squares (assuming the square furthest from spike is "the first square"). Since your Block consists of 4 cells (3 squares and one spike), you could do this:
function createBlock(event)
local H = 80
local b = display.newImageRect("images/Spike.png", 37, H)
b.x = display.contentWidth + 100 -- NOTE: weird, doesn't this put the obj off screen?
local cellH = H/4 -- assume all four cells in a Block have this height
b.anchorY = 0.5 - 0.25/2 -- each cell is 0.25 of height, need half that, away from spike
b.rotation = math.random(2) == 1 and 0 or 180 -- will rotate around the new anchorY
local posY = display.contentCenterY - 75
b.y = math.random(2) == 1 and posY or posY + 115
b.name = 'block'
physics.addBody( b, "static", physicsData:get("Spike"))
blocks:insert(b)
end
Note that b.anchorY might have to be b.anchorY = 0.5 + 0.25/2 depending on how you have created your image, but it should be either + or - 1/8.

Related

Error Trying to Draw Platforms in Lua/Love2D

New to Lua/Game dev in general here. I'm trying to write a code to draw the background of my game. I have four different spritesheets for things related to setting:
Background - which contains the drawn "background image" of the game
Platforms - which contain the platform sprites of the game
objectsBig - which contain the relatively bigger drawn objects in the background (example rocks, seaweed, etc)
objectsSmall - which contain the relatively smaller drawn objects (smaller rocks, plants, etc)
I made a function, called generateQuads() which is in my Util.lua file, which, given a spritesheet, splices it up into the different sprites in the spritesheet and returns those sprites. It is as follows:
-- Function to generate quads/cut the spritesheet
function generateQuads(atlas, tileWidth, tileHeight)
local sheetWidth = atlas:getWidth() / tileWidth
local sheetHeight = atlas:getHeight() / tileHeight
local sheetCounter = 1
local quads = {}
-- for every line of the sprite sheet
for y = 0, sheetHeight - 1 do
-- for every piece in the width
for x = 0, sheetWidth - 1 do
-- quads generated will be the ones specified by tileWidth and tileHeight
quads[sheetCounter] = love.graphics.newQuad(x * tileWidth, y * tileHeight, tileWidth,
tileHeight, atlas:getDimensions())
sheetCounter = sheetCounter + 1
end
end
return quads
end
I also have a class called Map, which is meant to contain information for the Map. The following are the functions in it:
FUNCTION TO SET UP THE CLASS
function Map:init()
-- Load the background sprite into variable
-- Each is 500x500, total is 1500x500
self.background = love.graphics.newImage('Graphics/platform/background/full.png')
-- Load all the ground platforms into variable
-- Each is 60x30, total is 240x30
self.platforms = love.graphics.newImage('Graphics/platform/ground/all.png')
-- Load all the bigger misc objects into variable
-- Each is 15x20, total is 15x120
self.objectsBig = love.graphics.newImage('Graphics/platform/objects/15x20/all.png')
-- Load all the smaller misc objects into variable
-- Each is 15x15, total is 60x15
self.objectsSmall = love.graphics.newImage('Graphics/platform/objects/15x15/all.png')
-- Setting the size for each of the variables IN PIXELS
self.backgroundWidth = 500
self.backgroundHeight = 1500
self.platformWidth = 60
self.platformHeight = 30
self.objectsBigWidth = 15
self.objectsBigHeight = 20
self.objectsSmallWidth = 15
self.objectsSmallHeight = 15
-- Setting the map size IN TILES
-- EXPERIMENTAL, CHECK AGAIN
self.mapWidth = 432
self.mapHeight = 243
-- Setting the width of the map IN PIXELS (in relation to platforms)
self.mapWidthPixels = self.backgroundWidth
self.mapHeightPixels = self.backgroundHeight
-- Storing our map features
self.tiles = {}
-- Storing the camera points, starting from the bottom
-- The 243 is the VIRTUAL_HEIGHT, which we needed to subtract to account for the
-- offset of the screen
self.camX = 0
self.camY = self.backgroundHeight - 243
-- Cutting each of the spritesheets
self.backgroundSprite = generateQuads(self.background, self.backgroundWidth, self.backgroundHeight)
self.platformSprite = generateQuads(self.platforms, self.platformWidth, self.platformHeight)
self.objectsBigSprite = generateQuads(self.objectsBig, self.objectsBigWidth, self.objectsBigHeight)
self.objectsSmallSprite = generateQuads(self.objectsSmall, self.objectsSmallWidth, self.objectsSmallHeight)
-- 'Setting' the tiles for the map to be background
for y = 1, self.mapHeight do
for x = 1, self.mapWidth do
self:setTile(x, y, BACKGROUND)
end
end
-- 'Setting' the platform tiles for where we start
for x = 1, self.mapWidth do
self:setTile(x, self.mapHeight - 303, GROUND_MIDDLE)
end
end
FUNCTION TO 'SET' WHERE IN THE X, Y COORDINATE THE TILES SHOULD BE
function Map:setTile(x, y, tile)
-- The table 'tiles' is going to store what tile should be in what x and y position
-- subtracting y by 1 so that it's 0 indexed, not 1 indexed
self.tiles[(y - 1) * self.mapWidth + x] = tile
end
FUNCTION TO RETURN WHAT TILE IS IN THE X, Y COORDINATE
function Map:getTile(x, y, tile)
-- This function is going to tell us what tile is set at this x and y position
return self.tiles[(y - 1) * self.mapWidth + x]
end
FUNCTION TO UPDATE
function Map:update(dt)
-- Moving the camera depending on the key being pressed
if love.keyboard.isDown('w') then
-- up movement, clamped between 0 and the other
self.camY = math.max(0, math.floor(self.camY - SCROLL_SPEED * dt))
elseif love.keyboard.isDown('a') then
-- left movement
self.camX = math.max(0, math.floor(self.camX - SCROLL_SPEED * dt))
elseif love.keyboard.isDown('s') then
-- down movement, subtracting VIRTUAL_HEIGHT to account for the screen offset
self.camY = math.min(self.backgroundHeight - VIRTUAL_HEIGHT, math.floor(self.camY + SCROLL_SPEED * dt))
elseif love.keyboard.isDown('d') then
-- right movement
self.camX = math.min(self.backgroundWidth - VIRTUAL_WIDTH, math.floor(self.camX + SCROLL_SPEED * dt))
end
end
FUNCTION TO RENDER
function Map:render()
for y = 1, self.mapHeight do
for x = 1, self.mapWidth do
-- Drawing the background first
love.graphics.draw(self.background, self.backgroundSprite[self:getTile(x, y)],
(x - 1) * self.backgroundWidth, (y - 1) * self.backgroundHeight)
love.graphics.draw(self.platform, self.platformSprite[self:getTile(x, y)],
(x - 1) * self.platformWidth, (y - 1) * self.platformHeight)
end
end
end
What I'm trying to do is splice up each spritesheet, and for set the background and bottom tiles so that I can see a bottom floor. I'm trying to do this through giving numbers to the components in my spritesheet, so that, for example, in a 1500x500 spritesheet for the background, the entire thing is considered 'one' sprite, and treated as such. Its number, 1, is given in a variable. Another example is a 240x30 platform spritesheet, where each 60x30 is considered 'one' sprite, and given a corresponding number, like so:
-- Know where the platforms are in the spritesheet
GROUND_LEFT = 1
GROUND_RIGHT = 2
GROUND_SMALL = 3
GROUND_MIDDLE = 4
-- Know where the backgrounds are in the spritesheet
BACKGROUND = 1
[...]
I want to then store each in the self.tiles list, so that I can access them at any time from the table (Do note that most of this is taken from the CS50 implementation of mario, and so I understand if I've gotten any concepts wrong). When I run this code, though, I get the following error:
Error
Error
Map.lua:135: bad argument #1 to 'draw' (Texture expected, got nil)
Traceback
[C]: in function 'draw'
Map.lua:135: in function 'render'
main.lua:48: in function 'draw'
[C]: in function 'xpcall'
Essentially, I just want to know a way in which I can set the bottom platform tiles, and then be able to iterate over the map and 'set' where the other object sprites should be. The background alone works fine, but once I added the:
-- 'Setting' the platform tiles for where we start
for x = 1, self.mapWidth do
self:setTile(x, self.mapHeight - 303, GROUND_MIDDLE)
end
and
love.graphics.draw(self.platform, self.platformSprite[self:getTile(x, y)],
(x - 1) * self.platformWidth, (y - 1) * self.platformHeight)
lines, the program wouldn't run.
Any help is appreciated!
EDIT: The line I'm getting an error on is the self.platform one.
i had the same problem before, and it turned out to be a typo when typing the variable. looking at your code, i saw that there was no self.platform, instead, there was self.platforms.
try:
love.graphics.draw(self.platforms, self.platformSprite[self:getTile(x, y)],
(x - 1) * self.platformWidth, (y - 1) * self.platformHeight)

Variable is nii?

I'm using LOVE2D and Lua for making games recently. I'm updating Breakout and I have an error in Paddle.lua.
Code:
Paddle = Class{}
--[[
Our Paddle will initialize at the same spot every time, in the middle
of the world horizontally, toward the bottom.
]]
size = math.random(4)
function Paddle:init(skin, size)
-- x is placed in the middle
self.x = VIRTUAL_WIDTH / 2 - 32
-- y is placed a little above the bottom edge of the screen
self.y = VIRTUAL_HEIGHT - 32
-- start us off with no velocity
self.dx = 0
self.size = size
self.height = 16
if self.size == 1 then
self.width = 32
elseif self.size == 3 then
self.width = 96
elseif self.size == 4 then
self.width = 128
else
self.width = 64
end
-- the skin only has the effect of changing our color, used to offset us
-- into the gPaddleSkins table later
self.skin = skin
end
function Paddle:update(dt)
-- keyboard input
if love.keyboard.isDown('left') then
self.dx = -PADDLE_SPEED
elseif love.keyboard.isDown('right') then
self.dx = PADDLE_SPEED
else
self.dx = 0
end
-- math.max here ensures that we're the greater of 0 or the player's
-- current calculated Y position when pressing up so that we don't
-- go into the negatives; the movement calculation is simply our
-- previously-defined paddle speed scaled by dt
if self.dx < 0 then
self.x = math.max(0, self.x + self.dx * dt)
-- similar to before, this time we use math.min to ensure we don't
-- go any farther than the bottom of the screen minus the paddle's
-- height (or else it will go partially below, since position is
-- based on its top left corner)
else
self.x = math.min(VIRTUAL_WIDTH - self.width, self.x + self.dx * dt)
end
end
--[[
Render the paddle by drawing the main texture, passing in the quad
that corresponds to the proper skin and size.
]]
function Paddle:render()
love.graphics.draw(gTextures['main'], gFrames['paddles'][self.size + 4 * (self.skin - 1)],
self.x, self.y)
end
Error:
Error
src/Paddle.lua:83: attempt to perform arithmetic on field 'size' (a nil value)
Traceback
src/Paddle.lua:83: in function 'render'
src/states/ServeState.lua:68: in function 'render'
src/StateMachine.lua:26: in function 'render'
main.lua:210: in function 'draw'
[C]: in function 'xpcall'
Saying that the value is nii even though I assigned it. How do I fix this?
Function parameters are local to the function's body. So inside Paddle.Init size is a local variable that shadows the global variable size.
As you call Paddle.Init without providing the size parameter, size is nil within the function leading to the observed error.
See Wikipedia: Variable Shadowing
Many people use a prefix to denote global variables. g_size for example. Then you could do something like:
g_size = 4
function Paddle:Init(skin, size)
self.size = size or g_size
end
Which would make self.size default to g_size if the size parameter is not provided.
Another option is to call the paddle constructor with your global size as input.

How to use bounding box in Love2d?

I've been using some extremely bulky code to detect collision between simple objects, and I've heard about bounding boxes. I can't find any tutorials on how to use it, so I'm asking about how to use it. Here is how I detect collision:
function platform.collision()
if player.x + player.width / 2 <= platform.x + platform.width and
player.x + player.width / 2 >= platform.x and
player.y + player.height <= platform.y + platform.height and
player.y + player.height >= platform.y then
The MDN has a rather concise article on 2D collision detection. Being the MDN, the examples are in javascript, but are easily translated to, and applicable in, any language - including Lua.
Let's take a look:
Axis-Aligned Bounding Box
One of the simpler forms of collision detection is between two rectangles that are axis aligned — meaning no rotation. The algorithm works by ensuring there is no gap between any of the 4 sides of the rectangles. Any gap means a collision does not exist.
Their example, translated to Lua:
local rect1 = { x = 5, y = 5, width = 50, height = 50 }
local rect2 = { x = 20, y = 10, width = 10, height = 10 }
if
rect1.x < rect2.x + rect2.width and
rect1.x + rect1.width > rect2.x and
rect1.y < rect2.y + rect2.height and
rect1.height + rect1.y > rect2.y
then
-- collision detected!
end
-- filling in the values =>
if
5 < 30 and
55 > 20 and
5 < 20 and
55 > 10
then
-- collision detected!
end
A live example, again in JavaScript, demonstrates this well.
Here's a quick (and imperfect) Love2D example you can throw into a main.lua and play around with.
local function rect (x, y, w, h, color)
return { x = x, y = y, width = w, height = h, color = color }
end
local function draw_rect (rect)
love.graphics.setColor(unpack(rect.color))
love.graphics.rectangle('fill', rect.x, rect.y,
rect.width, rect.height)
end
local function collides (one, two)
return (
one.x < two.x + two.width and
one.x + one.width > two.x and
one.y < two.y + two.height and
one.y + one.height > two.y
)
end
local kp = love.keyboard.isDown
local red = { 255, 0, 0, 255 }
local green = { 0, 255, 0, 255 }
local blue = { 0, 0, 255, 255 }
local dim1 = rect(5, 5, 50, 50, red)
local dim2 = rect(20, 10, 60, 40, green)
function love.update ()
if kp('up') then
dim2.y = dim2.y - 1
end
if kp('down') then
dim2.y = dim2.y + 1
end
if kp('left') then
dim2.x = dim2.x - 1
end
if kp('right') then
dim2.x = dim2.x + 1
end
dim2.color = collides(dim1, dim2) and green or blue
end
function love.draw ()
draw_rect(dim1)
draw_rect(dim2)
end
Oka explained it very well. This works for everything rectangular, not rotated and axis aligned. And you even already did it that way. This is great for buttons and the like!
But what I like doing is using (invisible) circles around objects and see if these collide. This works for everything where height is about the same as the width (which is the case for many sidescrolling platformers or top-down RPGs).
It's quite handy if you want to have the object centered at the current position. And it's especially helpful to simulate a finger on a touchscreen device, because a finger is quite a bit bigger than a mouse cursor. ;)
Here's an example on how to use this method. You can copy it as an actual game, it'll work.
--[[ Some initial default settings. ]]
function love.load()
settings = {
mouseHitbox = 5, -- A diameter around the mouse cursor.
-- For a finger (thouchscreen) this could be bigger!
}
objects = {
[1] = {
x = 250, -- Initial X position of object.
y = 200, -- Initial Y position of object.
hitbox = 100, -- A diameter around the CENTER of the object.
isHit = false -- A flag for when the object has been hit.
},
[2] = {
x = 400,
y = 250,
hitbox = 250,
isHit = false
}
}
end
--[[ This is the actual function to detect collision between two objects. ]]
function collisionDetected(x1,y1,x2,y2,d1,d2)
-- Uses the x and y coordinates of two different points along with a diameter around them.
-- As long as these two diameters collide/overlap, this function returns true!
-- If d1 and/or d2 is missing, use the a default diameter of 1 instead.
local d1 = d1 or 1
local d2 = d2 or 1
local delta_x = x2 - x1
local delta_y = y2 - y1
local delta_d = (d1 / 2) + (d2 / 2)
if ( delta_x^2 + delta_y^2 < delta_d^2 ) then
return true
end
end
--[[ Now, some LÖVE functions to give the collisionDetection() some context. ]]
function love.draw()
for i=1,#objects do -- Loop through all objects and draw them.
if ( objects[i].isHit ) then
love.graphics.setColor(255, 0, 0) -- If an object is hit, it will flash red for a frame.
objects[i].isHit = false
else
love.graphics.setColor(255, 255, 255)
end
love.graphics.circle("line", objects[i].x, objects[i].y, objects[i].hitbox/2)
end
end
-- You can use the following to check, if any object has been clicked on (or tapped on a touch screen device).
function love.mousepressed(x,y,button)
if ( button == 1 ) then
local i = objectIsHit(x,y) -- Check, if an object has been hit.
if ( i ) then
-- The object number 'i' has been hit. Do something with this information!
objects[i].isHit = true
end
end
end
function objectIsHit(x,y)
for i=1,#objects do -- Loop through all objects and see, if one of them has been hit.
if ( collisionDetected(x, y, objects[i].x, objects[i].y, settings.mouseHitbox, objects[i].hitbox) ) then
return i -- This object has been hit!
end
end
end
-- For the sake of completeness: You can use something like the following to check, if the objects themselves collide.
-- This would come in handy, if the objects would move around the screen and then bounce from each other, for example.
function love.update(dt)
if ( collisionDetected(objects[1].x, objects[1].y, objects[2].x, objects[2].y, objects[1].hitbox, objects[2].hitbox) ) then
-- The objects collided. Do something with this information!
end
end
As you can see, the collisionDetection() function is quite easy and intuitive to use.
Hopefully I could give you some more insight. And have fun with LÖVE 2D! :)

Lua Separation Steering algorithm groups overlapping rooms into one corner

I'm trying to implement a dungeon generation algorithm (presented here and demo-ed here ) that involves generating a random number of cells that overlap each other. The cells then are pushed apart/separated and then connected. Now, the original poster/author described that he is using a Separation Steering Algorithm in order to uniformly distribute the cells over an area. I haven't had much experience with flocking algorithm and/or separation steering behavior, thus I turned to google for an explanation (and found this ). My implementation (based on the article last mentioned) is as follows:
function pdg:_computeSeparation(_agent)
local neighbours = 0
local rtWidth = #self._rooms
local v =
{
x = self._rooms[_agent].startX,
y = self._rooms[_agent].startY,
--velocity = 1,
}
for i = 1, rtWidth do
if _agent ~= i then
local distance = math.dist(self._rooms[_agent].startX,
self._rooms[_agent].startY,
self._rooms[i].startX,
self._rooms[i].startY)
if distance < 12 then
--print("Separating agent: ".._agent.." from agent: "..i.."")
v.x = (v.x + self._rooms[_agent].startX - self._rooms[i].startX) * distance
v.y = (v.y + self._rooms[_agent].startY - self._rooms[i].startY) * distance
neighbours = neighbours + 1
end
end
end
if neighbours == 0 then
return v
else
v.x = v.x / neighbours
v.y = v.y / neighbours
v.x = v.x * -1
v.y = v.y * -1
pdg:_normalize(v, 1)
return v
end
end
self._rooms is a table that contains the original X and Y position of the Room in the grid, along with it's width and height (endX, endY).
The problem is that, instead of tiddly arranging the cells on the grid, it takes the overlapping cells and moves them into an area that goes from 1,1 to distance+2, distance+2 (as seen in my video [youtube])
I'm trying to understand why this is happening.
In case it's needed, here I parse the grid table, separate and fill the cells after the separation:
function pdg:separate( )
if #self._rooms > 0 then
--print("NR ROOMS: "..#self._rooms.."")
-- reset the map to empty
for x = 1, self._pdgMapWidth do
for y = 1, self._pdgMapHeight do
self._pdgMap[x][y] = 4
end
end
-- now, we separate the rooms
local numRooms = #self._rooms
for i = 1, numRooms do
local v = pdg:_computeSeparation(i)
--we adjust the x and y positions of the items in the room table
self._rooms[i].startX = v.x
self._rooms[i].startY = v.y
--self._rooms[i].endX = v.x + self._rooms[i].endX
--self._rooms[i].endY = v.y + self._rooms[i].endY
end
-- we render them again
for i = 1, numRooms do
local px = math.abs( math.floor(self._rooms[i].startX) )
local py = math.abs( math.floor(self._rooms[i].startY) )
for k = self.rectMinWidth, self._rooms[i].endX do
for v = self.rectMinHeight, self._rooms[i].endY do
print("PX IS AT: "..px.." and k is: "..k.." and their sum is: "..px+k.."")
print("PY IS AT: "..py.." and v is: "..v.." and their sum is: "..py+v.."")
if k == self.rectMinWidth or
v == self.rectMinHeight or
k == self._rooms[i].endX or
v == self._rooms[i].endY then
self._pdgMap[px+k][py+v] = 1
else
self._pdgMap[px+k][py+v] = 2
end
end
end
end
end
I have implemented this generation algorithm as well, and I came across more or less the same issue. All of my rectangles ended up in the topleft corner.
My problem was that I was normalizing velocity vectors with zero length. If you normalize those, you divide by zero, resulting in NaN.
You can fix this by simply performing a check whether your velocity's length is zero before using it in any further calculations.
I hope this helps!
Uhm I know it's an old question, but I noticed something and maybe it can be useful to somebody, so...
I think there's a problem here:
v.x = (v.x + self._rooms[_agent].startX - self._rooms[i].startX) * distance
v.y = (v.y + self._rooms[_agent].startY - self._rooms[i].startY) * distance
Why do you multiply these equations by the distance?
"(self._rooms[_agent].startX - self._rooms[i].startX)" already contains the (squared) distance!
Plus, multiplying everything by "distance" you modify your previous results stored in v!
If at least you put the "v.x" outside the bracket, the result would just be higher, the normalize function will fix it. Although that's some useless calculation...
By the way I'm pretty sure the code should be like:
v.x = v.x + (self._rooms[_agent].startX - self._rooms[i].startX)
v.y = v.y + (self._rooms[_agent].startY - self._rooms[i].startY)
I'll make an example. Imagine you have your main agent in (0,0) and three neighbours in (0,-2), (-2,0) and (0,2). A separation steering behaviour would move the main agent toward the X axis, at a normalized direction of (1,0).
Let's focus only on the Y component of the result vector.
The math should be something like this:
--Iteration 1
v.y = 0 + ( 0 + 2 )
--Iteration 2
v.y = 2 + ( 0 - 0 )
--Iteration 3
v.y = 2 + ( 0 - 2 )
--Result
v.y = 0
Which is consistent with our theory.
This is what your code do:
(note that the distance is always 2)
--Iteration 1
v.y = ( 0 + 0 + 2 ) * 2
--Iteration 2
v.y = ( 4 + 0 - 0 ) * 2
--Iteration 3
v.y = ( 8 + 0 - 2 ) * 2
--Result
v.y = 12
And if I got the separation steering behaviour right this can't be correct.

Tile Collision Detection

So, I have been working on this game for a bit. However, over the past day I have not been able to figure out how to work my collision detection.
The scale at default is equal to 2.
The player is 41*scale by 64*scale.
My player is centered in the middle of the screen in both the x and y axis.
Since the player is centered the world is what moves, those variables are worldx and worldy. The player always stays at the center of the screen.
My tile map is stored in an array and is based on the image pixel color. If the pixel is white at map[x][y] the value is set to 0 else it's set to the block. Meaning the block does not get rendered.
for x = 0, w-1 do --scans the image and builds the map array
amap[x] = {}
for y = 0, h-1 do
local r, g, b, a = source:getPixel(x, y)
if r == 255 and g == 255 and b == 255 then
block = 0
end
if r == 255 and g == 100 and b == 0 then
block = 1
end
if r == 130 and g == 125 and b == 0 then
block = 2
end
if r == 76 and g == 76 and b == 76 then
block = 3
end
if r == 255 and g == 0 and b == 255 then
--this is the spawn pixel yet to build
end
amap[x][y] = block
end
end --end function
function that draws the map
for x = 0, w-1 do --draws the map
for y = 0, h-1 do
if amap[x][y] ~= 0 then
love.graphics.drawq(ImgBlocks, Blocks[amap[x][y]], 32*x*(3/bscale) + worldx, 32*y*(3/bscale) + worldy + jy, 0 , 3/bscale, 3/bscale)
end
if amap[x][y] == 4 then
end
end
end --end function
The function needs to return true or false base on if there is collision between player and block.
Your tiles are 32x32, correct? (from the drawq call) I would recommend you make a function that checks if a point is in a solid tile:
function pointCollisionTest(x, y)
-- find which tile the point is in
local tx, ty = math.floor(x / 32), math.floor(y / 32)
-- check the tile
if map[tx][ty] == solid then
return true
else
return false
end
end
You'll have to change the if map[x][y] == solid logic based on how you determine solid tiles, but this code should otherwise work.
Once you have point collision, the way you make the player collide is by checking each corner of its hitbox (which you should easily be able to determine) against this function whenever the player moves. There are a few ways to do this; I use the relatively simple method of calculating the player's new position, testing it, then canceling the move entirely if the collision test returns true. You have to check/cancel the x and y components of the move separately, though, so the player can move along walls instead of sticking to them.
Are you asking for a basic 2d collision detection?
A simplified formula:
if (playerx > blockminx) and (playery < blockmaxx) and (playery > blockminy) and (playery < blockmaxy) then collission

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