forked from dulsi/BYTEPATH
-
Notifications
You must be signed in to change notification settings - Fork 2
/
utils.lua
213 lines (186 loc) · 5.92 KB
/
utils.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
function UUID()
local fn = function(x)
local r = love.math.random(16) - 1
r = (x == "x") and (r + 1) or (r % 4) + 9
return ("0123456789abcdef"):sub(r, r)
end
return (("xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx"):gsub("[xy]", fn))
end
function KEY()
local fn = function(x)
local r = love.math.random(16) - 1
r = (x == "x") and (r + 1) or (r % 4) + 9
return ("0123456789abcdef"):sub(r, r)
end
return (("xxxxxxxx"):gsub("[xy]", fn))
end
function random(min, max)
local min, max = min or 0, max or 1
return (min > max and (love.math.random()*(min - max) + max)) or (love.math.random()*(max - min) + min)
end
function round(n, m)
return math.floor(((n + m - 1)/m))*m
end
function sign(n)
if n > 0 then return 1
elseif n < 0 then return -1
else return 0 end
end
function table.find(t, v)
for i, value in ipairs(t) do
if value == v then return i end
end
end
function table.random(t)
return t[love.math.random(1, #t)]
end
function table.randomh(t)
local keys = {}
for k in pairs(t) do table.insert(keys, k) end
return table.random(keys)
end
function table.merge(t1, t2)
local new_table = {}
for k, v in pairs(t2) do new_table[k] = v end
for k, v in pairs(t1) do new_table[k] = v end
return new_table
end
function table.copy(t)
local copy
if type(t) == 'table' then
copy = {}
for k, v in next, t, nil do copy[table.copy(k)] = table.copy(v) end
setmetatable(copy, table.copy(getmetatable(t)))
else copy = t end
return copy
end
function pushRotate(x, y, r)
love.graphics.push()
love.graphics.translate(x, y)
love.graphics.rotate(r or 0)
love.graphics.translate(-x, -y)
end
function pushRotateScale(x, y, r, sx, sy)
love.graphics.push()
love.graphics.translate(x, y)
love.graphics.rotate(r or 0)
love.graphics.scale(sx or 1, sy or sx or 1)
love.graphics.translate(-x, -y)
end
function areRectanglesOverlapping(x1, y1, x2, y2, x3, y3, x4, y4)
return not (x3 > x2 or x4 < x1 or y3 > y2 or y4 < y1)
end
function rectangleToVertexList(x, y, w, h)
return {x, y, x+w, y, x+w, y+h, x, y+h}
end
function getPointsAlongLine(n, x1, y1, x2, y2)
local points = {}
local angle = Vector.angle(x2 - x1, y2 - y1)
local step = distance(x1, y1, x2, y2)/n
for i = 1, n do table.insert(points, {x = x1 + (i-1)*(step)*math.cos(angle), y = y1 + (i-1)*(step)*math.sin(angle)}) end
return points
end
function createIrregularPolygon(size, point_amount)
local point_amount = point_amount or 8
local points = {}
for i = 1, point_amount do
local angle_interval = 2*math.pi/point_amount
local s = size + random(-size/4, size/4)
local angle = (i-1)*angle_interval + random(-angle_interval/4, angle_interval/4)
table.insert(points, s*math.cos(angle))
table.insert(points, s*math.sin(angle))
end
return points
end
function BSGRectangle(mode, x, y, w, h, s)
love.graphics.polygon(mode, x + s, y, x + w - s, y, x + w, y + s, x + w, y + h - s, x + w - s, y + h, x + s, y + h, x, y + h - s, x, y + s)
end
function chanceList(...)
return {
chance_list = {},
chance_definitions = {...},
next = function(self)
if #self.chance_list == 0 then
for _, chance_definition in ipairs(self.chance_definitions) do
for i = 1, chance_definition[2] do table.insert(self.chance_list, chance_definition[1]) end
end
end
return table.remove(self.chance_list, love.math.random(1, #self.chance_list))
end
}
end
function distance(x1, y1, x2, y2)
return math.sqrt((x1 - x2)*(x1 - x2) + (y1 - y2)*(y1 - y2))
end
function pointLineDistance(a, b, p)
local n = b - a
local pa = a - p
local c = n*((pa*n)/(n*n))
local d = pa - c
return math.sqrt(d*d)
end
function rotatePointAroundPoint(px, py, angle, cx, cy)
local s, c = math.sin(angle), math.cos(angle)
px = px - cx
py = py - cy
local xnew = px*c - py*s
local ynew = px*s + py*c
px = xnew + cx
py = ynew + cy
return px, py
end
function printCenteredText(text, x, y, font, color)
love.graphics.setColor(color255To1(color or default_color))
love.graphics.print(text, x - math.floor(font:getWidth(text)/2), y - math.floor(font:getHeight()/2))
love.graphics.setColor(color255To1(default_color))
end
function drawCenteredRectangle(fill_mode, x, y, w, h, color)
love.graphics.setColor(color255To1(color))
love.graphics.rectangle(fill_mode, x - w/2, y - h/2, w, h)
love.graphics.setColor(color255To1(default_color))
end
function drawRectangle(fill_mode, x, y, w, h, color)
love.graphics.setColor(color255To1(color))
love.graphics.rectangle(fill_mode, x, y, w, h)
love.graphics.setColor(color255To1(default_color))
end
function addColor(color, amount)
local r, g, b = unpack(color)
return {r + amount, g + amount, b + amount}
end
function color255To1(color, color2, color3, color4)
if type(color)=="number" then
if color4 then
return color / 255.0, color2 / 255.0, color3 / 255.0, color4 / 255.0
else
return color / 255.0, color2 / 255.0, color3 / 255.0, 255 / 255.0
end
else
local color_mod = {}
local i = 1
while color[i] do
color_mod[i] = color[i] / 255.0
i = i + 1
end
return color_mod
end
return color_mod
end
function color1To255(color, color2, color3, color4)
if type(color)=="number" then
if color4 then
return color * 255, color2 * 255, color3 * 255, color4 * 255
else
return color * 255, color2 * 255, color3 * 255, 255
end
else
local color_mod = {}
local i = 1
while color[i] do
color_mod[i] = color[i] * 255
i = i + 1
end
return color_mod
end
return color_mod
end