Snapping mouse to grid
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parent
f765ec74ef
commit
74fdcd51f7
4 changed files with 29 additions and 11 deletions
2
grid.lua
2
grid.lua
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@ -30,7 +30,7 @@ function Grid:draw()
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for x = 1, self.size.x do
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for y = 1, self.size.y do
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local px, py = x * Config.cellSize, y * Config.cellSize
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love.graphics.circle( "fill", px, py, Config.pointRadius )
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love.graphics.circle( "fill", px - Config.cellSize / 2, py - Config.cellSize / 2, Config.pointRadius)
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end
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end
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end
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@ -14,5 +14,5 @@ end
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-- Same as coords, but converted to global coords
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function GridPoint:globalCoords()
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return self.x * Config.cellSize, self.y * Config.cellSize
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return self.x * Config.cellSize - Config.cellSize / 2, self.y * Config.cellSize - Config.cellSize / 2
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end
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4
line.lua
4
line.lua
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@ -38,6 +38,10 @@ function Line:draw()
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love.graphics.circle( "fill", sx, sy, Config.linePointRadius )
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local ex, ey = self.endpoint:globalCoords()
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love.graphics.circle( "fill", ex, ey, Config.linePointRadius )
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if #self.points == 1 then
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love.graphics.setColor( Color.white )
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return
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end
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-- Draw line
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local points = {}
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for _, point in ipairs( self.points ) do
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32
main.lua
32
main.lua
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@ -12,21 +12,35 @@ function love.load()
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GridPoint:new( 3, 3 ),
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Color.red
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)
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line:push( GridPoint:new( 1, 2 ) )
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line:push( GridPoint:new( 1, 3 ) )
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line:push( GridPoint:new( 2, 3 ) )
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line:push( GridPoint:new( 2, 2 ) )
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line:push( GridPoint:new( 2, 1 ) )
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line:push( GridPoint:new( 3, 1 ) )
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line:push( GridPoint:new( 3, 2 ) )
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line:push( GridPoint:new( 3, 3 ) )
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gameGrid:push( line )
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mouse = {
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x = 0,
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y = 0,
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pressed = false,
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lastPressed = false
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}
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end
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-- TODO: move input interactions into module
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function love.update( dt )
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mouse.x, mouse.y = love.mouse.getPosition()
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mouse.lastPressed = pressed
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mouse.pressed = love.mouse.isDown( 1 )
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end
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function love.draw()
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gameGrid:draw()
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if mouse.pressed then
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local x, y = snapCoords( Point:new( mouse.x, mouse.y ) ):coords()
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local text = string.format( "%d:%d global\n%d:%d local", mouse.x, mouse.y, x, y )
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love.graphics.print( text, 64, 256 )
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end
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end
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-- Returns local coords from global
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function snapCoords( point )
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local x = math.ceil( point.x / Config.cellSize )
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local y = math.ceil( point.y / Config.cellSize )
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return GridPoint:new( x, y )
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end
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