Made collision objects more consistent

This commit is contained in:
2024-12-01 20:38:18 -06:00
parent e5c5a8ee99
commit edde009c75

View File

@@ -47,15 +47,10 @@ local function initMaze(world, mazeWidth, mazeHeight)
for _, exitTile in ipairs(exitTiles) do
local exitX, exitY = mazeutils.tileToWorld(exitTile.x, exitTile.y)
local exit = { x = exitX, y = exitY, isExit = true }
local exit = { pos = { x = exitX, y = exitY }, size = { w = TILE_SIZE, h = TILE_SIZE }, isExit = true }
grid[exitTile.y][exitTile.x] = Tile.exit
table.insert(exits, exit)
world:add(
exit,
exit.x, exit.y,
TILE_SIZE,
TILE_SIZE
)
world:add(exit, exit.pos.x, exit.pos.y, exit.size.w, exit.size.h)
end
@@ -149,7 +144,7 @@ function Game:draw()
-- End
love.graphics.setColor(0.88, 0.22, 0.22, 0.20)
for _, exit in ipairs(self.env.exits) do
love.graphics.rectangle('fill', exit.x, exit.y, TILE_SIZE, TILE_SIZE)
love.graphics.rectangle('fill', exit.pos.x, exit.pos.y, TILE_SIZE, TILE_SIZE)
end
-- Enemies
@@ -167,9 +162,6 @@ function Game:draw()
if i.pos or i.size then
ix, iy = i.pos.x, i.pos.y
iw, ih = i.size.w, i.size.h
elseif i.x or i.y then
ix, iy = i.x, i.y
iw, ih = TILE_SIZE, TILE_SIZE
else
ix, iy = unpack(i)
iw, ih = TILE_SIZE, TILE_SIZE