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authorjussi2023-11-23 18:36:05 +0200
committerjussi2023-11-23 18:36:05 +0200
commit925afdf101d6993e35d6c32c52766c7c3f89ae5e (patch)
tree96de525752eb02d8772d18ca1b4c31a98680aca3
parent1ab9722875c543e8fd1b6600fd16e51412181641 (diff)
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Fixed snake example after Vector2Angle change.
-rw-r--r--changelog1
-rw-r--r--devnotes2
-rw-r--r--examples/resources/lib/rectangle.lua7
-rw-r--r--examples/resources/lib/vector2.lua4
-rw-r--r--examples/resources/lib/vector3.lua14
-rw-r--r--examples/snake/main.lua7
6 files changed, 29 insertions, 6 deletions
diff --git a/changelog b/changelog
index cef5430..6ae6562 100644
--- a/changelog
+++ b/changelog
@@ -22,6 +22,7 @@ DETAILED CHANGES:
- ADDED: SetTextLineSpacing.
- ADDED: LoadSoundAlias and UnloadSoundAlias.
- ADDED: GetApplicationDirectory.
+ - FIXED: Snake example after Vector2Angle change.
------------------------------------------------------------------------
Release: ReiLua version 0.6.0 Using Raylib 4.5
diff --git a/devnotes b/devnotes
index 3592cc0..9a4a228 100644
--- a/devnotes
+++ b/devnotes
@@ -2,6 +2,8 @@ Current {
}
Backlog {
+ * Review events. Seems to be a lot of work for very little benefit if any.
+ Might just increase traffic between Lua and C needlessly.
* Platform specific API documentation.
* Platform desktop SDL.
* Thread safe Lua RL.event calling.
diff --git a/examples/resources/lib/rectangle.lua b/examples/resources/lib/rectangle.lua
index 93f2bb3..dfdbef0 100644
--- a/examples/resources/lib/rectangle.lua
+++ b/examples/resources/lib/rectangle.lua
@@ -110,6 +110,7 @@ function Rectangle:area()
return self.width * self.height
end
+--- Returns rectangle that fits both rectangles inside it
function Rectangle:fit( rec )
local pos = Vector2:new( math.min( self.x, rec.x ), math.min( self.y, rec.y ) )
@@ -121,6 +122,12 @@ function Rectangle:fit( rec )
)
end
+--- If rectangle is fully inside another rectangle
+function Rectangle:isInside( rect )
+ return rect.x <= self.x and self.x + self.width <= rect.x + rect.width
+ and rect.y <= self.y and self.y + self.height <= rect.y + rect.height
+end
+
function Rectangle:checkCollisionRec( rec )
return RL.CheckCollisionRecs( self, rec )
end
diff --git a/examples/resources/lib/vector2.lua b/examples/resources/lib/vector2.lua
index e3df887..afb5fda 100644
--- a/examples/resources/lib/vector2.lua
+++ b/examples/resources/lib/vector2.lua
@@ -130,8 +130,8 @@ function Vector2:lineAngle( v2 )
return RL.Vector2LineAngle( self, v2 )
end
-function Vector2:atan()
- return math.atan( self.x, self.y )
+function Vector2:atan2()
+ return math.atan( self.y, self.x )
end
function Vector2:scale( scale )
diff --git a/examples/resources/lib/vector3.lua b/examples/resources/lib/vector3.lua
index 7059690..1b5cdd3 100644
--- a/examples/resources/lib/vector3.lua
+++ b/examples/resources/lib/vector3.lua
@@ -3,6 +3,8 @@ if table.unpack == nil then
table.unpack = unpack
end
+local Vector2 = require( "vector2" )
+
Vector3 = {}
Vector3.meta = {
__index = Vector3,
@@ -78,6 +80,18 @@ function Vector3:clone()
return Vector3:new( self.x, self.y, self.z )
end
+function Vector3:getVectorXY()
+ return Vector2:new( self.x, self.y )
+end
+
+function Vector3:getVectorXZ()
+ return Vector2:new( self.x, self.z )
+end
+
+function Vector3:getVectorZY()
+ return Vector2:new( self.z, self.y )
+end
+
function Vector3:abs()
return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) )
end
diff --git a/examples/snake/main.lua b/examples/snake/main.lua
index 047cddf..a4086c1 100644
--- a/examples/snake/main.lua
+++ b/examples/snake/main.lua
@@ -175,14 +175,14 @@ end
local function drawSnake()
for i, seg in ipairs( snake.segments ) do
- local angle = -seg.heading:atan() + RL.PI / 2
+ local angle = seg.heading:atan2()
local source = Rect:new( 16, 0, 8, 8 )
if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
source.x = 8
if 1 < #snake.segments then
- angle = -snake.segments[ 2 ].heading:atan() + RL.PI / 2
+ angle = snake.segments[ 2 ].heading:atan2()
end
elseif i < #snake.segments and seg.heading ~= snake.segments[ i+1 ].heading then -- Turned middle segments.
source.x = 0
@@ -209,8 +209,7 @@ local function drawSnake()
)
end
-- Let's draw the head last to keep it on top.
- -- local angle = -math.atan2( snake.heading.x, snake.heading.y ) + RL.PI / 2
- local angle = -snake.heading:atan() + RL.PI / 2
+ local angle = snake.heading:atan2()
RL.DrawTexturePro(
snakeTexture,
{ 24, 0, 8, 8 },