function to improve entities moving on collisions and fixed accordingly
made math.round() changed vector() and fixed accordingly
This commit is contained in:
parent
4d94cc805d
commit
236e23177d
@ -36,20 +36,30 @@ function Arrow:drawBackground()
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end
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function Arrow:doPhysics()
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x
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else
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-- horizontal collision
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self:moveX(
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self.vel.x,
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function()
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self.stuck = true
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
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self.pos.y = self.pos.y + self.vel.y
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else
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)
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if not self.stuck then
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-- vertical collision
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self:moveY(
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self.vel.y,
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function()
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self.stuck = true
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end
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)
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end
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if self.stuck then
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self.pos.x = self.pos.x + self.vel.x * (2/3)
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self.pos.y = self.pos.y + self.vel.y * (2/3)
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self.vel.x = 0
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self.vel.y = 0
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end
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self:adjustLight()
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end
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@ -67,6 +67,13 @@ function CursedBook:doLogic()
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elseif self.status == 4 then
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end
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if self.isFlying then
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local random_x = math.random(-4, 4)/100
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local random_y = math.random(-4, 4)/100
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self.vel.x = self.vel.x + random_x
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self.vel.y = self.vel.y + random_y
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end
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end
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function CursedBook:handleAnimation()
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@ -101,15 +108,21 @@ function CursedBook:handleAnimation()
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end
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function CursedBook:doPhysics()
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if self.isFlying then
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local random_x = math.random(-4, 4)/100
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local random_y = math.random(-4, 4)/100
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self.vel.x = self.vel.x + random_x
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self.vel.y = self.vel.y + random_y
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-- horizontal collision
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self:moveX(
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self.vel.x,
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function()
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self.vel.x = 0
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end
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-- move
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self:moveWithCollision()
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)
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-- vertical collision
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self:moveY(
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self.vel.y,
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function()
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self.vel.y = 0
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end
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)
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-- final position
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self:adjustLight()
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end
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@ -34,7 +34,6 @@ function Fairy:new(x,y)
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end
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function Fairy:doLogic()
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if self:checkVisionLine(main_player,self.vision_range) then
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self.target.x = main_player.pos.x + main_player.target_offset.x
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@ -63,31 +62,19 @@ function Fairy:doLogic()
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local distance_x = self.target.x - self.pos.x
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local distance_y = self.target.y - self.pos.y
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local angle = getAngleFromVector(distance_x,distance_y)
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local angle = getAngleFromVector(vector(distance_x,distance_y))
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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if distance < self.range then
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self.vel.x = self.vel.x * 0.9
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self.vel.y = self.vel.y * 0.9
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local random_x = math.random(-1, 1)
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local random_y = math.random(-1, 1)
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self.vel.x = self.vel.x * 0.9 + random_x/10
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self.vel.y = self.vel.y * 0.9 + random_y/10
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else
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self.vel.x = math.cos(angle)*self.speed
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self.vel.y = math.sin(angle)*self.speed
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end
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self.particle_timer = self.particle_timer + 1
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if self.particle_timer >= self.particle_time then
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self.particle_timer = 0
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local particle_data = {
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animation = animation.particle.simple,
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animation_speed = 1,
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sprite_tint = hex2rgb("#fed100"),
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sprite_alpha_fade = true,
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direction = angle-math.rad(180+math.random(60)-30),
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speed = 0.8*(distance/50),
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speed_increase = -0.01,
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time = 0.75
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}
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Particle:new(self.pos.x,self.pos.y,particle_data)
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local random_x = math.random(-6, 6)
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local random_y = math.random(-6, 6)
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self.vel.x = math.cos(angle)*self.speed + random_x/10
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self.vel.y = math.sin(angle)*self.speed + random_y/10
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end
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end
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@ -95,19 +82,42 @@ function Fairy:handleAnimation()
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self.body:animate()
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--if self:isCollidingWith(main_player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end
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self:draw(self.body)
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self.particle_timer = self.particle_timer + 1
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if self.particle_timer >= self.particle_time then
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local vector = vector(self.vel.x,self.vel.y)
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local angle = getAngleFromVector(vector)
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self.particle_timer = 0
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local particle_data = {
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animation = animation.particle.simple,
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animation_speed = 1,
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sprite_tint = hex2rgb("#fed100"),
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sprite_alpha_fade = true,
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direction = angle-math.rad(180+math.random(60)-30),
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speed = 1,
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speed_increase = -0.01,
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time = 0.75
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}
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Particle:new(self.pos.x,self.pos.y,particle_data)
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end
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end
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function Fairy:doPhysics()
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local random_x = math.random(-4, 4)/10
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local random_y = math.random(-4, 4)/10
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self.vel.x = self.vel.x + random_x
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self.vel.y = self.vel.y + random_y
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self:moveWithCollision()
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-- horizontal collision
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self:moveX(
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self.vel.x,
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function()
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self.vel.x = 0
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end
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)
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-- vertical collision
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self:moveY(
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self.vel.y,
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function()
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self.vel.y = 0
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end
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)
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-- final position
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self:adjustLight()
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end
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@ -36,10 +36,6 @@ function HookAnchor:drawBackground()
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)
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end
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function HookAnchor:doPhysics()
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end
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function Fairy:debug()
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Entity.debug(self)
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end
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@ -44,8 +44,9 @@ function Kupo:doLogic()
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self.target.y = main_player.pos.y - main_player.target_offset.y
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local distance_x = self.target.x - self.pos.x
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local distance_y = self.target.y - self.pos.y
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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local angle = getAngleFromVector(distance_x,distance_y)
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local angle = getAngleFromVector(vector(distance_x,distance_y))
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self.draw_bow = false
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if distance <= self.range then
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if self.hostile == true then
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@ -153,7 +154,3 @@ function Kupo:handleAnimation()
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)
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end
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end
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function Kupo:doPhysics()
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self:moveWithCollision()
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end
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@ -89,26 +89,32 @@ function Particle:handleAnimation()
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end
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end
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function Particle:doPhysics()
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function Particle:doLogic()
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-- adjust speed
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if self.speed_increase ~= 0 then
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self.speed = self.speed + self.speed_increase
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self.vel.x = self.speed * math.cos(self.direction)
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self.vel.y = self.speed * math.sin(self.direction)
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end
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-- move
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self:moveWithCollision()
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if self.light ~= nil then
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self:adjustLight()
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self.light.range = self.light_range * self.sprite_alpha/2
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end
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if self.time ~= nil then
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if self.timer >= self.time then self:kill() end
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end
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end
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function Particle:doPhysics()
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-- horizontal collision
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self:moveX(
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self.vel.x
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)
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-- vertical collision
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self:moveY(
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self.vel.y
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)
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-- final position
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self:adjustLight()
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end
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function Particle:debug()
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-- draw center CYAN
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love.graphics.setColor(0,1,1)
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@ -155,7 +155,7 @@ function Player:doLogic()
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end
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-- set dash values
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self.dashDirection = getAngleFromVector(horizontal, vertical)
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self.dashDirection = getAngleFromVector(vector(horizontal, vertical))
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self.dash_timer = math.floor(self.dash_time * game.framerate)
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end
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else
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@ -232,10 +232,10 @@ function Player:doPhysics()
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-- hook state
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if self.is_hooked then
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self.move_x = 0
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local hook = vector(self.pos.x, self.pos.y, self.hook_anchor.x, self.hook_anchor.y)
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local hook = vector(self.hook_anchor.x - self.pos.x, self.hook_anchor.y - self.pos.y)
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local dist = math.min(getVectorValue(hook), self.hook_distance)
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local hook_angle = getAngleFromVector(hook[1],hook[2])-math.rad(180)
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local hook_angle = getAngleFromVector(hook)-math.rad(180)
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if Keybind:checkDown(Keybind.move.right) then
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hook_angle = hook_angle - self.hook_swing_speed
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@ -264,8 +264,13 @@ function Player:doPhysics()
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local pos_y = self.hook_anchor.y + dist * math.sin(hook_angle)
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self.vel.x = self.vel.x + pos_x - self.pos.x
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self.vel.y = self.vel.y + pos_y - self.pos.y
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self.pos.x = pos_x
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self.pos.y = pos_y
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self:moveX(
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pos_x - self.pos.x
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)
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self:moveY(
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pos_y - self.pos.y
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)
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end
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@ -276,24 +281,26 @@ function Player:doPhysics()
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end
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-- horizontal collision
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x
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self.wall_hit = 0
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else
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self:moveX(
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self.vel.x,
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function()
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self.wall_hit = math.sign(self.vel.x)
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self.vel.x = 0
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end
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)
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-- vertical collision
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
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self.pos.y = self.pos.y + self.vel.y
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else
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self:moveY(
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self.vel.y,
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function()
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if self.vel.y > 0 then
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self.is_on_ground = true
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self.dash_count = self.dash_amount
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end
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self.vel.y = 0
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end
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)
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-- if u collision w hazard, respawn
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if self:isCollidingAt(self.pos.x, self.pos.y, LoadedObjects.Hazards) then
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@ -5,6 +5,7 @@ function Entity:new(x,y)
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local o = {}
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o.pos = {x = x, y = y}
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o.move_remainder = {x = 0, y = 0}
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o.vel = {x = 0, y = 0}
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o.direction = 0
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@ -69,24 +70,53 @@ end
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function Entity:doLogic()
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end
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function Entity:move()
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self.pos.x = self.pos.x + self.vel.x
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self.pos.y = self.pos.y + self.vel.y
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function Entity:moveX(amount, func)
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self.move_remainder.x = self.move_remainder.x + amount
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local move = math.round(self.move_remainder.x)
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if move ~= 0 then
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self.move_remainder.x = self.move_remainder.x - move
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local sign = math.sign(move)
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while math.round(move) ~= 0 do
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if not self:isCollidingAt(
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self.pos.x + sign,
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self.pos.y,
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LoadedObjects.Collisions
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) then
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self.pos.x = self.pos.x + sign
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move = move - sign
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if tostring(move) == "nan" then error() end
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else
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if func then
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func()
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end
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break
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end
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end
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end
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end
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function Entity:moveWithCollision()
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-- horizontal collision
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x
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function Entity:moveY(amount, func)
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self.move_remainder.y = self.move_remainder.y + amount
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local move = math.round(self.move_remainder.y)
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if move ~= 0 then
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self.move_remainder.y = self.move_remainder.y - move
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local sign = math.sign(move)
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while math.round(move) ~= 0 do
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if not self:isCollidingAt(
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self.pos.x,
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self.pos.y + sign,
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LoadedObjects.Collisions
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) then
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self.pos.y = self.pos.y + sign
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move = move - sign
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if tostring(move) == "nan" then error() end
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else
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self.vel.x = 0
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if func then
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func()
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end
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break
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end
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end
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-- vertical collision
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
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self.pos.y = self.pos.y + self.vel.y
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else
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self.vel.y = 0
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end
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end
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@ -120,8 +150,9 @@ function Entity:checkVisionLine(entity,range)
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local distance_x = target_x - self.pos.x
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local distance_y = target_y - self.pos.y
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local distance = vector(distance_x,distance_y)
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local angle = getAngleFromVector(distance_x,distance_y)
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local angle = getAngleFromVector(distance)
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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local is_colliding = true
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@ -227,8 +258,9 @@ function Entity:checkVisionLineDebug(entity,range)
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local distance_x = target_x - self.pos.x
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local distance_y = target_y - self.pos.y
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local distance = vector(distance_x,distance_y)
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local angle = getAngleFromVector(distance_x,distance_y)
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local angle = getAngleFromVector(distance)
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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if distance < range then
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@ -277,6 +309,9 @@ function Entity:debug()
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end
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end
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function Entity:doPhysics()
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end
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function Entity:handleAnimation()
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end
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@ -8,20 +8,22 @@ function math.sign(x)
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end
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end
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function vector(init_x, init_y, final_x, final_y)
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local distance_x = final_x - init_x
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local distance_y = final_y - init_y
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return {distance_x, distance_y}
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function math.round(x)
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return math.floor(x+0.5)
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end
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function vector(x, y)
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return {x = x, y = y}
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end
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function getVectorValue(vector)
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return math.sqrt(vector[1] ^ 2 + vector[2] ^ 2)
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return math.sqrt(vector.x ^ 2 + vector.y ^ 2)
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end
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function getAngleFromVector(x,y)
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function getAngleFromVector(vector)
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local reduce = 0
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if x < 0 then
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if vector.x < 0 then
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reduce = math.rad(180)
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end
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return math.atan(y/x) - reduce
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return math.atan(vector.y/vector.x) - reduce
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end
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