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-rw-r--r--examples/resources/lib/rectangle.lua112
1 files changed, 75 insertions, 37 deletions
diff --git a/examples/resources/lib/rectangle.lua b/examples/resources/lib/rectangle.lua
index 3c0adf5..0b84b54 100644
--- a/examples/resources/lib/rectangle.lua
+++ b/examples/resources/lib/rectangle.lua
@@ -1,47 +1,45 @@
+-- For luaJit compatibility.
+if table.unpack == nil then
+ table.unpack = unpack
+end
+
Rectangle = {}
--- Rectangle.TYPE = "Rectangle"
Rectangle.meta = {
__index = Rectangle,
__tostring = function( r )
return "{"..tostring( r.x )..", "..tostring( r.y )..", "..tostring( r.width )..", "..tostring( r.height ).."}"
end,
- -- __add = function( v1, v2 )
- -- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
- -- end,
- -- __sub = function( v1, v2 )
- -- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
- -- end,
- -- __mul = function( v1, v2 )
- -- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
- -- end,
- -- __div = function( v1, v2 )
- -- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
- -- end,
- -- __mod = function( v, value )
- -- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
- -- end,
- -- __pow = function( v, value )
- -- return Vector2:new( v.x ^ value, v.y ^ value )
- -- end,
- -- __unm = function( v )
- -- return Vector2:new( -v.x, -v.y )
- -- end,
- -- __idiv = function( v, value )
- -- return Vector2:new( v.x // value, v.y // value )
- -- end,
- -- __len = function( v )
- -- local len = 0
-
- -- for _, _ in pairs( v ) do
- -- len = len + 1
- -- end
-
- -- return len
- -- end,
- -- __eq = function( v1, v2 )
- -- return v1.x == v2.x and v1.y == v2.y
- -- end,
+ __add = function( r1, r2 )
+ return Rectangle:new( r1.x + r2.x, r1.y + r2.y, r1.width + r2.width, r1.height + r2.height )
+ end,
+ __sub = function( r1, r2 )
+ return Rectangle:new( r1.x - r2.x, r1.y - r2.y, r1.width - r2.width, r1.height - r2.height )
+ end,
+ __mul = function( r1, r2 )
+ return Rectangle:new( r1.x * r2.x, r1.y * r2.y, r1.width * r2.width, r1.height * r2.height )
+ end,
+ __div = function( r1, r2 )
+ return Rectangle:new( r1.x / r2.x, r1.y / r2.y, r1.width / r2.width, r1.height / r2.height )
+ end,
+ __mod = function( r, v )
+ return Rectangle:new( math.fmod( r.x, v ), math.fmod( r.y, v ), math.fmod( r.width, v ), math.fmod( r.height, v ) )
+ end,
+ __pow = function( r, v )
+ return Rectangle:new( r.x ^ v, r.y ^ v, r.width ^ v, r.height ^ v )
+ end,
+ __unm = function( r )
+ return Rectangle:new( -r.x, -r.y, -r.width, -r.height )
+ end,
+ __idiv = function( r, v )
+ return Rectangle:new( r.x // v, r.y // v, r.width // v, r.height // v )
+ end,
+ __len = function( _ )
+ return 4
+ end,
+ __eq = function( r1, r2 )
+ return RL.Vector2Equals( { r1.x, r1.y }, { r2.x, r2.y } ) and RL.Vector2Equals( { r1.width, r1.height }, { r2.width, r2.height } )
+ end,
}
function Rectangle:new( x, y, width, height )
@@ -86,4 +84,44 @@ function Rectangle:clone()
return Rectangle:new( self.x, self.y, self.width, self.height )
end
+function Rectangle:scale( scalar )
+ return Rectangle:new( self.x, self.y, self.width * scalar, self.height * scalar )
+end
+
+function Rectangle:min( rec )
+ return Rectangle:new( self.x, self.y, math.min( self.width, rec.width ), math.min( self.height, rec.height ) )
+end
+
+function Rectangle:max( rec )
+ return Rectangle:new( self.x, self.y, math.max( self.width, rec.width ), math.max( self.height, rec.height ) )
+end
+
+function Rectangle:floor()
+ return Rectangle:new( math.floor( self.x ), math.floor( self.y ), math.floor( self.width ), math.floor( self.height ) )
+end
+
+function Rectangle:ceil()
+ return Rectangle:new( math.ceil( self.x ), math.ceil( self.y ), math.ceil( self.width ), math.ceil( self.height ) )
+end
+
+function Rectangle:area()
+ return self.width * self.height
+end
+
+function Rectangle:checkCollisionRec( rec )
+ return RL.CheckCollisionRecs( self, rec )
+end
+
+function Rectangle:checkCollisionCircle( center, radius )
+ return RL.CheckCollisionCircleRec( center, radius, self )
+end
+
+function Rectangle:checkCollisionPoint( point )
+ return RL.CheckCollisionPointRec( point, self )
+end
+
+function Rectangle:getCollisionRec( rec )
+ return Rectangle:new( RL.GetCollisionRec( self, rec ) )
+end
+
return Rectangle