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-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
4 files changed, 26 insertions, 6 deletions
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 },