Cleaned collisions.lua, objobjects.lua. Fixed level optimization typo. Added fairy FCS (altitude hold).
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@@ -2,31 +2,28 @@ Collision = {}
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--[[
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Collision
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[bool] isDisabled
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[bool flag] isDisabled
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> if true used for collision
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[bool] isActive
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> if true, this collision is active (on collision, duh)
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[bool] isColliding
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[bool flag] isColliding
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> if true, this collision is colliding
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[2d pos] from - x, y
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> top right corner of collision box
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[vec2 position] from - x, y
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> top right corner of collision box
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[2d pos] to - x, y
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[vec2 position] to - x, y
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> bottom left corner of collision box
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[int] width
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[int property] width
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> width of collision box
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[int] height
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[int property] height
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> height of collision box
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--]]
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-- can also be called with only ox and oy, where they become the width and height instead
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function Collision:New(ox,oy,tx,ty)
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local o = {isColliding = false, isDisabled = false, isActive = false}
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local o = {isColliding = false, isDisabled = false}
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if tx ~= nil and ty ~= nil then
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o.from = {x = ox, y = oy}
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@@ -65,8 +62,6 @@ end
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function Collision:Draw(color)
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if self.isColliding == true then
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love.graphics.setColor(0,1,0,0.5)
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elseif self.isActive == 1 then
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love.graphics.setColor(0,1,1,0.5)
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elseif color == 1 then
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love.graphics.setColor(1,0,0,0.5)
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elseif color == 2 then
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