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bounds.lua
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bounds.lua
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Class = require 'hump.class'
vector = require 'hump.vector'
Bounds = Class
{
name = "Bounds",
function(self)
self.type = "bounds"
end
}
function Bounds:center()
end
function Bounds:intersects(other)
if other.type == "rect" then
return self:intersectsRect(other)
elseif other.type == "circ" then
return self:intersectsCirc(other)
else
return false
end
end
function Bounds:intersectsRect()
end
function Bounds:intersectsCirc()
end
function Bounds:getBoundingRect()
end
function Bounds:containsPoint()
end
Rectangle = Class
{
name = "Rectangle",
inherits = Bounds,
function(self, pos, dim)
Bounds.construct(self)
self.type = "rect"
self.position = pos
self.dimensions = dim
end
}
function Rectangle:width()
return self.dimensions.x
end
function Rectangle:height()
return self.dimensions.y
end
function Rectangle:left()
return self.position.x
end
function Rectangle:right()
return self.position.x + self.dimensions.x
end
function Rectangle:top()
return self.position.y
end
function Rectangle:bottom()
return self.position.y + self.dimensions.y
end
function Rectangle:getBoundingRect()
return self
end
function Rectangle:intersectsRect(rect)
if self:left() < rect:right() and self:right() > rect:left() and
self:top() < rect:bottom() and self:bottom() > rect:top() then
return true
end
return false
end
function Rectangle:intersectsCirc(circ)
return circ.position.x >= self:left() - circ.radius and
circ.position.x <= self:right() + circ.radius and
circ.position.y >= self:top() - circ.radius and
circ.position.y <= self:bottom() + circ.radius
end
function Rectangle:containsPoint(vec)
if vec.x >= self:left() and vec.x <= self:right() and
vec.y >= self:top() and vec.y <= self:bottom() then
return true
else
return false
end
end
function Rectangle:center()
return vector(self.position.x + self.dimensions.x / 2, self.position.y + self.dimensions.y / 2)
end
function Rectangle:grow(growvec)
self.position.x = self.position.x - math.floor(growvec.x / 2)
self.position.y = self.position.y - math.floor(growvec.y / 2)
self.dimensions.x = self.dimensions.x + growvec.x
self.dimensions.y = self.dimensions.y + growvec.y
end
function Rectangle:shrink(shrinkvec)
self.position.x = self.position.x + math.floor(shrinkvec.x / 2)
self.position.y = self.position.y + math.floor(shrinkvec.y / 2)
self.dimensions.x = self.dimensions.x - shrinkvec.x
self.dimensions.y = self.dimensions.y - shrinkvec.y
end
function Rectangle:draw(r, g, b, a)
r = r or 255
g = g or 255
b = b or 255
a = a or 255
love.graphics.setColor(r, g, b, a)
love.graphics.rectangle("line", self.position.x, self.position.y, self.dimensions.x, self.dimensions.y)
end
Circle = Class
{
name = "Circle",
inherits = Bounds,
function(self, center, rad)
Bounds.construct(self)
self.type = "circ"
self.position = center
self.radius = rad
end
}
function Circle:getBoundingRect()
return Rectangle(vector(self.position.x - self.radius, self.position.y - self.radius),
vector(self.radius * 2, self.radius * 2))
end
function Circle:intersectsCirc(circ)
if (vector.dist(self.position, circ.position) <= self.radius + circ.radius) then
return true
else
return false
end
end
function Circle:intersectsRect(rect)
return rect:intersectsCirc(self)
end
function Circle:containsPoint(vec)
if vector.dist(self.position, vec) <= self.radius then
return true
else
return false
end
end
function Circle:center()
return self.position
end
function Circle:draw(r, g, b, a)
r = r or 255
g = g or 255
b = b or 255
a = a or 255
love.graphics.setColor(r, g, b, a)
love.graphics.circle("line", self.position.x, self.position.y, self.radius)
end