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engine.lua
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engine.lua
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function dump(o)
if type(o) == "table" then
local s = "{ "
for k, v in pairs(o) do
if type(k) ~= "number" then
k = '"' .. k .. '"'
end
s = s .. "[" .. k .. "] = " .. dump(v) .. ","
end
return s .. "} "
else
return tostring(o)
end
end
function add(a, b)
return {x = a.x + b.x, y = a.y + b.y}
end
function math.clamp(val, lower, upper)
assert(val and lower and upper, "math.clamp called with too few args")
if lower > upper then
lower, upper = upper, lower
end -- swap if boundaries supplied the wrong way
return math.max(lower, math.min(upper, val))
end
-- play field width in pixels * cellSize
-- also the default window size
width = 1067
height = 600
screenWidth, screenHeight = love.graphics.getDimensions()
cellSize = 4.25
widthCells = math.floor(width / cellSize)
heightCells = math.floor(height / cellSize)
cells = {} -- create the matrix
chunks = {}
function isValidPos(pos)
if ((pos.x < widthCells) and (pos.y < heightCells)) then
if ((pos.x > 0) and (pos.y > 0)) then
return true
end
end
return false
end
function makeParticle(pos, type)
local p = {
type = type,
rA = 0.5 + math.random() * 0.1,
rB = 0
}
if (isValidPos(pos)) then
if (cells[pos.x][pos.y] == 0) then
cells[pos.x][pos.y] = p
end
end
end
function neighborGetter(pos)
return function(offset)
local oX = math.clamp(offset.x, -1, 1)
local oY = math.clamp(offset.y, -1, 1)
local rX = pos.x + oX
local rY = pos.y + oY
if (rX < 1 or rX >= widthCells + 1 or rY < 1 or rY >= heightCells) then
return nil
end
return cells[rX][rY]
end
end
function neighborSetter(pos)
return function(offset, v)
local oX = math.clamp(offset.x, -1, 1)
local oY = math.clamp(offset.y, -1, 1)
local rX = pos.x + oX
local rY = pos.y + oY
if (rX < 1 or rX >= widthCells + 1 or rY < 1 or rY >= heightCells) then
print("oob set")
return nil
end
cells[rX][rY] = v
if (v ~= 0) then
imageData:setPixel(rX - 1, rY - 1, v.type / 10., v.rA, v.rB, 1)
else
imageData:setPixel(rX - 1, rY - 1, 0, 0, 0, 1)
end
end
end
for i = 1, widthCells do
cells[i] = {} -- create a new row
for j = 1, heightCells do
cells[i][j] = 0
-- makeParticle({x = i, y = j})
end
end
--for i = 0, 100 do
-- local pos = {
-- x = math.random(1, widthCells),
-- y = math.random(1, heightCells - 1)
-- }
-- makeParticle(pos, 1)
--end