integrated the mirroring part
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@@ -6,7 +6,8 @@ local CONST_ITERATIONS_RESOLVE = 1
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local Crates = {
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world = nil,
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player = nil,
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list = { }
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list = { },
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attached = { }
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}
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local Crate = { }
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@@ -55,11 +56,16 @@ function Crates:update(dt)
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curContact = self.list[key].contact
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self.world:addJoint('revolute', self.player.collider, self.list[key].collider, curContact.x, curContact.y, true)
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self.list[key].resolver = nil
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table.insert(self.attached, self.list[key])
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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 Crates:getAttached()
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return self.attached
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end
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return setmetatable(Crates, {
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__call = function(_, ...) return new(...) end
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})
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21
main.lua
21
main.lua
@@ -39,6 +39,8 @@ local side = {
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local velocity = {0, 0}
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local current = { }
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local tempAttached = nil
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function love.load()
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love.window.setMode(512, 512)
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@@ -83,6 +85,25 @@ function love.update(dt)
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-- this is temp, ofc, it's ugly af
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if input:pressed('switch') then
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velocity = {0, 0}
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-- first, let's take care of the attached crates
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for key in pairs(crates:getAttached()) do
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current.x, current.y = crates.attached[key].collider:getPosition()
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if magnet.side == 'LEFT' then
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current.x = current.x - CONST_SIDES.LEFT[1]
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-- then, we need to mirror it onto the other side
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current.x = CONST_SIDES.RIGHT[1] + CONST_SIDES.WIDTH - current.x
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else
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current.x = current.x - CONST_SIDES.RIGHT[1]
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current.x = CONST_SIDES.LEFT[1] + CONST_SIDES.WIDTH - current.x
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end
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crates.attached[key].collider:setPosition(current.x, current.y)
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end
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current.x, current.y = magnet.collider:getPosition()
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-- i want a relative x position, for easier use, so first
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