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helpfuldog.lua
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helpfuldog.lua
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require("table")
---
-- Clamps a value to a certain range.
-- @param min - The minimum value.
-- @param val - The value to clamp.
-- @param max - The maximum value.
function clamp(min, val, max)
return math.max(min, math.min(val, max));
end
function randomRange(minNum, maxNum)
return (math.floor(math.random() * (maxNum - minNum + 1)) + minNum);
end
--Find vector from arg1 to arg2. if revrse is true, it finds the vector pointing away from arg1.
function findVector(from, to, power, reverse)
v = {x=to.x - from.x, y=to.y - from.y}
v = normalize(v, power);
if (reverse) then
v.x = v.x * -1
v.y = v.y * -1
end
return v;
end
function vectorToAngle(x, y)
radians = math.atan2(y, x)
return radians
end
function toRadians(degrees)
r = degrees * (math.pi / 180);
return r;
end
function toDegrees(radians)
d = radians * (180/math.pi);
return d;
end
function snapToGrid(num, gridsize, useFloor)
if not useFloor then
return math.floor(num / gridsize) * gridsize;
else return math.floor(num / gridsize) * gridsize
end
end
function angleToPoint(radians)
return {x=math.cos(radians), y=math.sin(radians)};
end
function angleXY(object, angle, length, x, y)
length = length or 1
x = x or 0
y = y or 0
RAD = math.pi / -180;
angle = angle * RAD;
object.x = math.cos(angle) * length + x;
object.y = math.sin(angle) * length + y;
end
function angleXYToPoint(object, angle, length, x, y)
local length = length or 1
local x = x or 0
local y = y or 0
RAD = math.pi / -180;
angle = angle * RAD;
p = {x=math.sin(angle) * length + x, y=math.cos(angle) * length + y}
return p;
end
--returns true if val1 is close to val2, within the margin of error.
function isCloseTo(val1, val2, marginOfError)
if (val1 < val2 + marginOfError and val1 > val2 - marginOfError) then return true end
return false;
end
function isBetween(pointA, pointB, betweenPoint, error)
crossproduct = (betweenPoint.y - pointA.y) * (pointB.x - pointA.x) - (betweenPoint.x - pointA.x) * (pointB.y - pointA.y);
if (math.abs(crossproduct) > error) then return false end;
dotproduct = (betweenPoint.x - pointA.x) * (pointB.x - pointA.x) + (betweenPoint.y - pointA.y) * (pointB.y - pointA.y);
if (dotproduct < 0) then return false end
squaredlengthba = (pointB.x - pointA.x) * (pointB.x - pointA.x) + (pointB.y - pointA.y) * (pointB.y - pointA.y);
if (dotproduct > squaredlengthba) then return false end;
return true;
end
function map(x, fromMin, fromMax, toMin, toMax)
return toMin + ((x - fromMin) / (fromMax - fromMin)) * (toMax - toMin);
end
function normalize(vector, length)
local length = length or 1
local magnitude = math.sqrt((vector.x * vector.x) + (vector.y * vector.y))
local normal = {x=vector.x / magnitude, y=vector.y / magnitude}
normal.x = normal.x * length
normal.y = normal.y * length
return normal
end
function round(n)
return n % 1 >= 0.5 and math.ceil(n) or math.floor(n)
end
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
function distance(x1, y1, x2, y2)
return math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
end
function lineStipple( x1, y1, x2, y2, dash, gap )
local dash = dash or 10
local gap = dash + (gap or 10)
local steep = math.abs(y2-y1) > math.abs(x2-x1)
if steep then
x1, y1 = y1, x1
x2, y2 = y2, x2
end
if x1 > x2 then
x1, x2 = x2, x1
y1, y2 = y2, y1
end
local dx = x2 - x1
local dy = math.abs( y2 - y1 )
local err = dx / 2
local ystep = (y1 < y2) and 1 or -1
local y = y1
local maxX = x2
local pixelCount = 0
local isDash = true
local lastA, lastB, a, b
for x = x1, maxX do
pixelCount = pixelCount + 1
if (isDash and pixelCount == dash) or (not isDash and pixelCount == gap) then
pixelCount = 0
isDash = not isDash
a = steep and y or x
b = steep and x or y
if lastA then
love.graphics.line( lastA, lastB, a, b )
lastA = nil
lastB = nil
else
lastA = a
lastB = b
end
end
err = err - dy
if err < 0 then
y = y + ystep
err = err + dx
end
end
end
function sign(num)
if (num > 0) then return 1
elseif num < 0 then return -1
else return 0
end
end
function pixelLine(x1, y1, x2, y2)
local dir= findVector({x=x1, y=y1}, {x=x2, y=y2}, 1)
local xPos = x1
local yPos = y1
while (distance(xPos, yPos, x2, y2) > 1) do
xPos = xPos + dir.x
yPos = yPos + dir.y
love.graphics.rectangle("fill", snapToGrid(xPos, 1), snapToGrid(yPos, 1), 2, 2);
end
end
function dashedPixelLine(x1, y1, x2, y2, dash, gap)
local dir= findVector({x=x1, y=y1}, {x=x2, y=y2}, 1)
local xPos = x1
local yPos = y1
local count = 0
while (distance(xPos, yPos, x2, y2) > 1) do
count = count + 2
xPos = xPos + dir.x
yPos = yPos + dir.y
if (count > gap) then
love.graphics.rectangle("fill", snapToGrid(xPos, 1), snapToGrid(yPos, 1), 2, 2);
end
if (count > dash + gap) then count = 0 end
end
end
function lerp(a, b, t)
return a + (b - a) * t;
end
function pressing(key)
if key == "left" then
return love.keyboard.isDown("left") or love.keyboard.isDown("a")
end
if key == "right" then
return love.keyboard.isDown("right") or love.keyboard.isDown("d")
end
if key == "up" then
return love.keyboard.isDown("up") or love.keyboard.isDown("w")
end
if key == "down" then
return love.keyboard.isDown("down") or love.keyboard.isDown("s")
end
--TODO: GOTTA PUT IN A THING TO CONFIGURE THESE AT SOME POINT
if key == "jump" then
return love.keyboard.isDown("space")
end
if key == "button1" then
return love.keyboard.isDown("z")
end
if (key == "button2") then
return love.keyboard.isDown("x")
end
end