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authorEltrac <hi@guhub.cn>2025-03-13 10:37:23 +0800
committerEltrac <hi@guhub.cn>2025-03-13 10:37:23 +0800
commit7a48e0303241ff30572028d3c8cc303c09b04fa3 (patch)
tree0c34d16c0b90dad6e4e6fd405f0612e430270679 /objects
parent9dd4df6d6ce0a23cf64daae17af6726caf0c206b (diff)
chore: remove unused method
Diffstat (limited to 'objects')
-rw-r--r--objects/Body.lua24
-rw-r--r--objects/Player.lua24
2 files changed, 0 insertions, 48 deletions
diff --git a/objects/Body.lua b/objects/Body.lua
index d5a4e58..4ca50d1 100644
--- a/objects/Body.lua
+++ b/objects/Body.lua
@@ -15,30 +15,6 @@ function Body:new(shape, sizeA, sizeB, zoom)
return obj
end
-function Body:collide(other, x1, y1, x2, y2)
- if self.shape == "circle" and other.shape == "circle" then
- -- circle to circle
- local dx = x2 - x1
- local dy = y2 - y1
- local distance = math.sqrt(dx * dx + dy * dy)
- return distance < (self.r + other.r)
- elseif self.shape == "rectangle" and other.shape == "rectangle" then
- -- rect to rect
- return x1 < x2 + other.w and x1 + self.w > x2 and y1 < y2 + other.h and y1 + self.h > y2
- elseif self.shape == "circle" and other.shape == "rectangle" then
- -- circle to rect
- local closestX = math.max(x2, math.min(x1, x2 + other.w))
- local closestY = math.max(y2, math.min(y1, y2 + other.h))
- local dx = x1 - closestX
- local dy = y1 - closestY
- return (dx * dx + dy * dy) < (self.r * self.r)
- elseif self.shape == "rectangle" and other.shape == "circle" then
- return other:collide(self, x2, y2, x1, y1)
- end
-
- return false
-end
-
function Body:draw(x, y)
if self.shape == "circle" then
love.graphics.circle("fill", x, y, self.r)
diff --git a/objects/Player.lua b/objects/Player.lua
index 51de42d..44f2e5d 100644
--- a/objects/Player.lua
+++ b/objects/Player.lua
@@ -117,30 +117,6 @@ function Player:update(dt)
end
self.frameTimer:update(dt)
-
- -- player enters door
- -- for _, door in pairs(G.currentRoom.doors) do
- -- local entersDoor = door.body:collide(self.body, door.x, door.y, self.x, self.y) and
- -- G.currentRoom.isCleared
- -- if door ~= false and entersDoor then
- -- map.switchRoom(door.to)
-
- -- -- update player position after entering a new room
- -- local doorH, doorW, playerR = door.body.h, door.body.w, self.body.r
- -- local roomX, roomY, roomW, roomH = G.currentRoom:getX(), G.currentRoom:getY(), G.currentRoom:getWidth(), G.currentRoom:getHeight()
- -- if door.location == Direction.LEFT then
- -- self:setX(roomX + roomW - playerR - doorW)
- -- elseif door.location == Direction.RIGHT then
- -- self:setX(roomX + playerR + doorW)
- -- elseif door.location == Direction.TOP then
- -- self:setY(roomY + roomH - playerR - doorH)
- -- elseif door.location == Direction.BOTTOM then
- -- self:setY(roomY + playerR + doorH)
- -- end
-
- -- break
- -- end
- -- end
end
return Player