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main.lua
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237 lines (219 loc) · 7.11 KB
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require("Collisions")
function love.load()
math.randomseed(os.time())
local i
local j
local ligne
local colonne
local sommets
typeTest = 1
plane = {}
plane.masque = {-44, -8, -44, -22, -23, -36, 29, -36, 42, -17, 42, 31, 15, 38, -23, 31}
plane.x = love.mouse.getX()
plane.y = love.mouse.getY()
plane.sommets = {}
for i=1,16,2 do
table.insert(plane.sommets, plane.x+plane.masque[i])
table.insert(plane.sommets, plane.y+plane.masque[i+1])
end
plane.img = love.graphics.newImage("plane.png")
plane.dx = 44
plane.dy = 35
love.mouse.setVisible(false)
mouse = {}
mouse.x = love.mouse.getX()
mouse.y = love.mouse.getY()
mouse.r1 = 30
mouse.r2 = 10
mouse.angle = 0
mouse.sommets = {}
for i=0,2 do
table.insert(mouse.sommets, mouse.x + math.sin(Angle120 * i) * mouse.r1)
table.insert(mouse.sommets, mouse.y + math.cos(Angle120 * i) * mouse.r1)
table.insert(mouse.sommets, mouse.x + math.sin(Angle120 * (i+1)) * mouse.r2)
table.insert(mouse.sommets, mouse.y + math.cos(Angle120 * (i+1)) * mouse.r2)
end
mouse.triangles = love.math.triangulate(mouse.sommets)
polygones = {}
polygones.liste = {}
polygones.angle = 0
polygones.rayon = 50
local nbSommets = 3
for ligne=0,2,2 do
for colonne=0,3 do
local polygone = {}
polygone.x = colonne * 200 + 100
polygone.y = ligne * 200 + 100
polygone.angle = 0
polygone.rotation = true
polygone.sommets = {}
local angles = Angle360 / nbSommets
for sommets = 1,nbSommets do
local angle = angles * sommets
table.insert(polygone.sommets, polygone.x + math.sin(angle) * polygones.rayon)
table.insert(polygone.sommets, polygone.y + math.cos(angle) * polygones.rayon)
end
polygone.triangles = love.math.triangulate(polygone.sommets)
table.insert(polygones.liste, polygone)
nbSommets = nbSommets + 1
end
end
local rectangle = {}
rectangle.x = 200
rectangle.y = 300
rectangle.width = 150
rectangle.height = 70
rectangle.angle = 0
rectangle.rotation = true
rectangle.sommets = TransformRectangleToPoly(rectangle)
rectangle.triangles = love.math.triangulate(rectangle.sommets)
table.insert(polygones.liste, rectangle)
local etoile = {}
etoile.x = 600
etoile.y = 300
etoile.rMin = 30
etoile.rMax = 100
etoile.angle = 0
etoile.rotation = true
etoile.sommets = {}
local angle = 0
for i=1,5 do
angle = angle + Angle36
table.insert(etoile.sommets, etoile.x + math.sin(angle) * etoile.rMax)
table.insert(etoile.sommets, etoile.y + math.cos(angle) * etoile.rMax)
angle = angle + Angle36
table.insert(etoile.sommets, etoile.x + math.sin(angle) * etoile.rMin)
table.insert(etoile.sommets, etoile.y + math.cos(angle) * etoile.rMin)
end
etoile.triangles = love.math.triangulate(etoile.sommets)
table.insert(polygones.liste, etoile)
local cercle = {}
cercle.x = 400
cercle.y = 300
cercle.rayon = 80
cercle.angle = 0
cercle.rotation = false
cercle.sommets = {}
for i=1,36 do
table.insert(cercle.sommets, cercle.x + math.sin(Angle10 * i) * cercle.rayon)
table.insert(cercle.sommets, cercle.y + math.cos(Angle10 * i) * cercle.rayon)
end
cercle.triangles = love.math.triangulate(cercle.sommets)
table.insert(polygones.liste, cercle)
end
function TransformRectangleToPoly(rectangle)
local deltaX = rectangle.width / 2
local deltaY = rectangle.height / 2
local X = rectangle.x
local Y = rectangle.y
return {X - deltaX, Y - deltaY, X + deltaX, Y - deltaY, X + deltaX, Y + deltaY, X - deltaX, Y + deltaY}
end
function RotateMouse(polygone, rotation)
local y = love.mouse.getY()
local px = polygone.x
local py = polygone.y
local i
polygone.x = love.mouse.getX()
polygone.y = love.mouse.getY()
for i=1,#polygone.sommets, 2 do
local rayon = Distance({px, py}, {polygone.sommets[i], polygone.sommets[i+1]})
local angle = Angle({px, py}, {polygone.sommets[i], polygone.sommets[i+1]})
polygone.sommets[i] = polygone.x + math.sin(angle + rotation) * rayon
polygone.sommets[i+1] = polygone.y + math.cos(angle + rotation) * rayon
end
polygone.triangles = love.math.triangulate(polygone.sommets)
end
function RotatePolygone(polygone, rotation)
local i
for i=1,#polygone.sommets, 2 do
local rayon = Distance({polygone.x, polygone.y}, {polygone.sommets[i], polygone.sommets[i+1]})
local angle = Angle({polygone.x, polygone.y}, {polygone.sommets[i], polygone.sommets[i+1]})
polygone.sommets[i] = polygone.x + math.sin(angle + rotation) * rayon
polygone.sommets[i+1] = polygone.y + math.cos(angle + rotation) * rayon
end
polygone.triangles = love.math.triangulate(polygone.sommets)
end
function love.update(dt)
local i
for i=1,#polygones.liste do
if polygones.liste[i].rotation then
RotatePolygone(polygones.liste[i], -Angle45 * dt)
end
end
if typeTest == 1 then
RotateMouse(mouse, Angle5)
elseif typeTest == 2 then
mouse.Point = Point(love.mouse.getX(), love.mouse.getY())
else
plane.x = love.mouse.getX()
plane.y = love.mouse.getY()
for i=1,16,2 do
plane.sommets[i] = plane.x+plane.masque[i]
plane.sommets[i+1] = plane.y+plane.masque[i+1]
end
end
end
function love.draw()
local i
local j
love.graphics.print("Appuyez sur [espace] pour changer de pointeur souris", 10, 10)
love.graphics.print("[Echap] pour quitter", 10, 25)
love.graphics.setColor(100,255,100)
if typeTest == 1 then
for i=1,#polygones.liste do
if CollidePP(polygones.liste[i].sommets, mouse.sommets) then
for j=1,#polygones.liste[i].triangles do
love.graphics.polygon("fill", polygones.liste[i].triangles[j])
end
end
end
elseif typeTest == 2 then
for i=1,#polygones.liste do
if CollidePtP(mouse.Point, polygones.liste[i].sommets) then
for j=1,#polygones.liste[i].triangles do
love.graphics.polygon("fill", polygones.liste[i].triangles[j])
end
end
end
else
for i=1,#polygones.liste do
if CollidePP(polygones.liste[i].sommets, plane.sommets) then
for j=1,#polygones.liste[i].triangles do
love.graphics.polygon("fill", polygones.liste[i].triangles[j])
end
end
end
end
love.graphics.setColor(255,255,255)
for i=1,#polygones.liste do
love.graphics.polygon("line", polygones.liste[i].sommets)
end
if typeTest == 1 then
love.graphics.setColor(255,100,100)
for i=1,#mouse.triangles do
love.graphics.polygon("fill", mouse.triangles[i])
end
love.graphics.setColor(255,255,255)
love.graphics.polygon("line", mouse.sommets)
elseif typeTest == 3 then
love.graphics.polygon("line", plane.sommets)
love.graphics.draw(plane.img, plane.x, plane.y, 0, 1, 1, plane.dx, plane.dy)
end
end
function love.keypressed(key, scancode)
if key == " " or key == "space" then
if typeTest == 1 then
typeTest = 2
love.mouse.setVisible(true)
elseif typeTest == 2 then
typeTest = 3
love.mouse.setVisible(false)
else
typeTest = 1
love.mouse.setVisible(false)
end
end
if key == "escape" then
love.event.quit()
end
end