Added lua-language-server annotations
This commit is contained in:
parent
178043bac3
commit
c7d8fa4f8b
7 changed files with 151 additions and 87 deletions
4
.luarc.json
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4
.luarc.json
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@ -0,0 +1,4 @@
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{
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"$SCHEMA": "https://raw.githubusercontent.com/sumneko/vscode-lua/master/setting/schema.json",
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"diagnostics.globals": [ "love" ]
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}
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29
config.lua
29
config.lua
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@ -1,21 +1,26 @@
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-- Global config table
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---@class Config
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---@field pointRadius number Radius of each grid point
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---@field linePointRadius number Radius of line start/end point
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---@field cellSize number Size of each grid cell
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---@field lineStyle string love2d line style setting
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---@field lineWidth number love2d line width setting
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---@field dragSensivity number drag sensivity, px
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Config = {
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-- Radius of each grid point
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pointRadius = 7,
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-- Radius of line start/end point
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linePointRadius = 10,
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-- Size of each grid cell
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cellSize = 30,
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-- love2d line drawing settings
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lineStyle = "smooth",
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lineWidth = 5,
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-- drag sensivity, px
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dragSensivity = 5
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}
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-- Colors table
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---@enum Color
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Color = {
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white = { 1, 1, 1 },
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red = { 1, 0, 0 },
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@ -24,7 +29,11 @@ Color = {
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}
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-- Find key by value in table by predicate
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function tableFind( table, value, pred )
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---@param table table
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---@param value any
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---@param pred function
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---@return any
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function TableFind( table, value, pred )
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for key, innervalue in pairs( table ) do
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if pred( value, innervalue ) then
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return key
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@ -34,8 +43,12 @@ function tableFind( table, value, pred )
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end
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-- Find if value exists in table by predicate
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function tableHas( table, value, pred )
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for key, innervalue in pairs( table ) do
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---@param table table
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---@param value any
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---@param pred function
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---@return boolean
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function TableHas( table, value, pred )
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for _, innervalue in pairs( table ) do
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if pred( value, innervalue ) then
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return true
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end
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28
grid.lua
28
grid.lua
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@ -1,9 +1,17 @@
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require "config"
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-- Game grid table, acts as "global level" of some sort
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Grid = {}
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---@class Grid
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---@field lines Line[]
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---@field size Point
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Grid = {
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lines = {},
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size = Point:new( Point:coords() )
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}
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-- Factory function
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---@param size Point
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---@returns Grid
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function Grid:new( size )
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local grid = {
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lines = {},
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@ -16,6 +24,7 @@ function Grid:new( size )
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end
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-- Add new line to grid
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---@param line Line
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function Grid:push( line )
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table.insert( self.lines, line )
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end
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@ -42,13 +51,15 @@ end
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-- Check all lines and return one, which contains point (if any)
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-- TODO: rewrite this function to extract clear/reverse behavior
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---@param point Point
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---@param ignoreEnd boolean
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function Grid:matchesLine( point, ignoreEnd )
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local line = self.lines[tableFind( self.lines, point,
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local line = self.lines[TableFind( self.lines, point,
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function( value, innervalue )
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return innervalue:has( value )
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end
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)]
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if line ~= nil and not ignoreEnd then
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if line.startpoint:equals( point ) then
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line:clear()
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@ -63,7 +74,7 @@ function Grid:matchesLine( point, ignoreEnd )
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-- Try to check endpoint
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if line == nil and not ignoreEnd then
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line = self.lines[tableFind( self.lines, point,
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line = self.lines[TableFind( self.lines, point,
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function( value, innervalue )
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if innervalue.endpoint:equals( value ) then
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innervalue:clear()
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@ -77,13 +88,20 @@ function Grid:matchesLine( point, ignoreEnd )
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return line
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end
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-- Checks if specified point does belong to any line endpoint but not specified line
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---@param line Line
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---@param point GridPoint
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---@return boolean
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function Grid:isOtherEndpoint( line, point )
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return tableHas( self.lines, { line=line, point=point }, function( value, innervalue )
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return TableHas( self.lines, { line=line, point=point }, function( value, innervalue )
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return innervalue ~= value.line and innervalue.endpoint:equals( value.point )
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end
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)
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end
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-- Checks if point is in grid bounds
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---@param point GridPoint
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---@return boolean
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function Grid:inBounds( point )
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return point.x <= self.size.x and point.y <= self.size.y
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end
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@ -2,17 +2,20 @@ require "point"
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require "config"
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-- Point table with grid-based coordinates
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GridPoint = Point:new()
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---@class GridPoint: Point
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GridPoint = Point
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-- Convert grid x, y to global x, y
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---@return Point
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function GridPoint:absolute()
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return Point:new(
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return Point:new(
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self.x * Config.cellSize,
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self.y * Config.cellSize
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)
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end
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-- Same as coords, but converted to global coords
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---@return number, number
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function GridPoint:globalCoords()
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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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36
line.lua
36
line.lua
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@ -1,18 +1,32 @@
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require "gridpoint"
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-- Line table, interactive game object
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-- NOTE: uses GridPoint
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Line = {}
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-- Interactive game object
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---@class Line
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---@field startpoint GridPoint
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---@field endpoint GridPoint
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---@field points GridPoint[]
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---@field color Color
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Line = {
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startpoint = GridPoint:new( GridPoint:coords() ),
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endpoint = GridPoint:new( GridPoint:coords() ),
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points = { },
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color = Color.red
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}
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-- Factory function
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---@param startpoint GridPoint
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---@param endpoint GridPoint
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---@param color Color
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---@return Line
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function Line:new( startpoint, endpoint, color )
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local line = {
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startpoint = startpoint,
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endpoint = endpoint,
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startpoint = startpoint or self.startpoint,
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endpoint = endpoint or self.endpoint,
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points = {
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startpoint
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startpoint or self.startpoint
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},
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color = color
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color = color or self.color
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}
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setmetatable( line, { __index = self } )
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end
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-- Push point to the end of points stack
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---@param point GridPoint
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function Line:push( point )
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table.insert( self.points, point )
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end
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-- Pop point from points stack
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---@return GridPoint
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function Line:pop()
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return table.remove( self.points )
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end
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function Line:reverse()
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local swap = self.startpoint
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self.startpoint = self.endpoint
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self.endpoint = swap
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self.endpoint = swap
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self:push( self.startpoint )
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end
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-- Check if line has the exact point
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---@param point GridPoint
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---@return boolean
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function Line:has( point )
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return tableHas( self.points, point,
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return TableHas( self.points, point,
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function( value, innervalue )
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return innervalue:equals( value )
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end
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117
main.lua
117
main.lua
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@ -2,31 +2,42 @@ require "grid"
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require "point"
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require "line"
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-- Returns local coords from global
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local 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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local function vectorLength( startpoint, endpoint )
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return math.sqrt( ( startpoint.x - endpoint.x ) ^ 2 + ( startpoint.y - endpoint.y ) ^ 2 )
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end
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function love.load()
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love.graphics.setLineStyle( Config.lineStyle )
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love.graphics.setLineWidth( Config.lineWidth )
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gameGrid = Grid:new( Point:new( 5, 5 ) )
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GameGrid = Grid:new( Point:new( 5, 5 ) )
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local line = Line:new(
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GridPoint:new( 1, 1 ),
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GridPoint:new( 3, 3 ),
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Color.red
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)
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gameGrid:push( line )
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GameGrid:push( line )
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local line1 = Line:new(
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GridPoint:new( 1, 5 ),
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GridPoint:new( 5, 2 ),
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Color.green
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)
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gameGrid:push( line1 )
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GameGrid:push( line1 )
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local line2 = Line:new(
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GridPoint:new( 2, 5 ),
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GridPoint:new( 5, 3 ),
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Color.blue
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)
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gameGrid:push( line2 )
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GameGrid:push( line2 )
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mouse = {
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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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-- TODO: move input interactions into module
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-- TODO: fix collision with other line's endpoint
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function love.update( dt )
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mouse.x, mouse.y = love.mouse.getPosition()
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mouse.x = mouse.x + 1
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mouse.y = mouse.y + 1
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mouse.lastPoint = mouse.point
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mouse.lastPressed = pressed
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mouse.pressed = love.mouse.isDown( 1 )
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mouse.point = snapCoords( Point:new( mouse.x, mouse.y ) )
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if mouse.lastLine ~= nil then
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local pointsLen = #mouse.lastLine.points
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local lastLinePoint = mouse.lastLine.points[pointsLen]
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if vectorLength( mouse.point, lastLinePoint ) == 1
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and gameGrid:inBounds( mouse.point )
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and gameGrid:matchesLine( mouse.point, true ) == nil
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and not lastLinePoint:equals( mouse.lastLine.endpoint )
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and not gameGrid:isOtherEndpoint( mouse.lastLine, mouse.point ) then
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mouse.lastLine:push( mouse.point )
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elseif mouse.lastLine:has( mouse.point )
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and not mouse.point:equals( lastLinePoint ) then
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while not mouse.lastLine.points[#mouse.lastLine.points]:equals( mouse.point ) do
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mouse.lastLine:pop()
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Mouse.x, Mouse.y = love.mouse.getPosition()
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Mouse.x = Mouse.x + 1
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Mouse.y = Mouse.y + 1
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Mouse.lastPoint = Mouse.point
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Mouse.lastPressed = Mouse.pressed
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Mouse.pressed = love.mouse.isDown( 1 )
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Mouse.point = snapCoords( Point:new( Mouse.x, Mouse.y ) )
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if Mouse.lastLine ~= nil then
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local pointsLen = #Mouse.lastLine.points
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local lastLinePoint = Mouse.lastLine.points[pointsLen]
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if vectorLength( Mouse.point, lastLinePoint ) == 1
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and GameGrid:inBounds( Mouse.point )
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and GameGrid:matchesLine( Mouse.point, true ) == nil
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and not lastLinePoint:equals( Mouse.lastLine.endpoint )
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and not GameGrid:isOtherEndpoint( Mouse.lastLine, Mouse.point ) then
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Mouse.lastLine:push( Mouse.point )
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elseif Mouse.lastLine:has( Mouse.point )
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and not Mouse.point:equals( lastLinePoint ) then
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while not Mouse.lastLine.points[#Mouse.lastLine.points]:equals( Mouse.point ) do
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Mouse.lastLine:pop()
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end
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end
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end
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mouse.dragged = mouse.pressed
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and mouse.startX > 0
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and vectorLength(
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Point:new( mouse.x, mouse.y ),
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Point:new( mouse.startX, mouse.startY )
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Mouse.dragged = Mouse.pressed
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and Mouse.startX > 0
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and vectorLength(
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Point:new( Mouse.x, Mouse.y ),
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Point:new( Mouse.startX, Mouse.startY )
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) > Config.dragSensivity
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if not mouse.pressed and mouse.startX > 0 then
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mouse.startX = -1
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mouse.startY = -1
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mouse.lastLine = nil
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if not Mouse.pressed and Mouse.startX > 0 then
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Mouse.startX = -1
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Mouse.startY = -1
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Mouse.lastLine = nil
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end
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if not mouse.lastPressed
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and mouse.pressed
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and mouse.startX < 0 then
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mouse.startX = mouse.x
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mouse.startY = mouse.y
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mouse.lastLine = gameGrid:matchesLine( mouse.point, false )
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if not Mouse.lastPressed
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and Mouse.pressed
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and Mouse.startX < 0 then
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Mouse.startX = Mouse.x
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Mouse.startY = Mouse.y
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Mouse.lastLine = GameGrid:matchesLine( Mouse.point, false )
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end
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end
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function love.draw()
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gameGrid:draw()
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GameGrid:draw()
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local text = string.format( "%d:%d global\n%d:%d local\n%d:%d from start", mouse.x, mouse.y, mouse.point.x, mouse.point.y, mouse.startX - mouse.x, mouse.startY - mouse.y )
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local text = string.format( "%d:%d global\n%d:%d local\n%d:%d from start", Mouse.x, Mouse.y, Mouse.point.x, Mouse.point.y, Mouse.startX - Mouse.x, Mouse.startY - Mouse.y )
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love.graphics.print( text, 64, 256 )
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if mouse.dragged then
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love.graphics.print( "drag", 64, 300 )
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if Mouse.dragged then
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love.graphics.print( "drag", 64, 300 )
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end
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if mouse.lastLine ~= nil then
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love.graphics.print( tostring( mouse.lastLine ), 128, 300 )
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if Mouse.lastLine ~= nil then
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love.graphics.print( tostring( Mouse.lastLine ), 128, 300 )
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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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function vectorLength( startpoint, endpoint )
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return math.sqrt( ( startpoint.x - endpoint.x ) ^ 2 + ( startpoint.y - endpoint.y ) ^ 2 )
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end
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17
point.lua
17
point.lua
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@ -1,11 +1,15 @@
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-- Point table
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Point = {}
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-- Represents 2D point
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---@class Point
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Point = { x = 1, y = 1 }
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-- Factory function
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-- Point factory
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---@param x number
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---@param y number
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---@return any
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function Point:new( x, y )
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local point = {
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x = x or 1,
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y = y or 1
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x = x or x,
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y = y or y
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}
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setmetatable( point, { __index = self } )
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end
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-- Comparing function
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---@param point self
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---@return boolean
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function Point:equals( point )
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return self.x == point.x and self.y == point.y
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end
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-- Get self coordinates
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---@return number, number
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function Point:coords()
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return self.x, self.y
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end
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