NeutronLoved/objects/circle.lua

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local gen= {}
function gen:new(game,x,y,color,grid)
local Circle = game.objects.base:new(game,x,y,grid.cellsize,grid.cellsize)
Circle.cellsize = grid.cellsize
Circle.grid = grid
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Circle.color = color
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Circle.shadowsprite = game:newImage("circles/shadow.png")
Circle.sprites = {game:newImage("circles/regular/"..color..".png"),game:newImage("circles/selected/"..color..".png")}
Circle:register("Circle")
Circle:register(color)
Circle.selected = false
function Circle:step(dt) end
function Circle:draw()
local spriteindex = 1
if self.selected then spriteindex = 2 end
lg.draw(self.sprites[spriteindex],self.rect[1]-self.game.camerax-self.spriteoffx,self.rect[2]-self.game.cameray-self.spriteoffy)
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if self.selected then
local i
for i=1,#self.moves do
lg.draw(self.shadowsprite,self.moves[i][1]-self.game.camerax-self.spriteoffx,self.moves[i][2]-self.game.cameray-self.spriteoffy)
end
end
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end
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function Circle:MouseCallback(x,y,presses)
if self.rect:collidepoint(x,y) then
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local c = self.game:findName("Circle")
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local i
for i=1,#c do
if c[i]~=self then c[i].selected = false end
end
self.selected = not self.selected
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self.depth = 1
if self.selected then
self.moves = self:findAvailableMoves()
self.depth = 2
end
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end
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if self.selected then
local i
for i=1,#self.moves do
rect = self.game.rect:new(self.moves[i][1],self.moves[i][2],self.cellsize,self.cellsize)
if rect:collidepoint(x,y) then
self.rect:move_ip(self.moves[i][1],self.moves[i][2])
self.selected = false
break
end
end
end
end
function Circle:findAvailableMoves()
local moves = {}
local movx
local movy
local offx
local offy
obj = self.game:findName("Circle")
function ValidMove(x,y)
local i
x = self.rect.x+x+self.cellsize/2
y = self.rect.y+y+self.cellsize/2
local result = self.grid.rect:collidepoint(x,y)
for i=1,#obj do
if obj[i].rect:collidepoint(x,y) then
result = false
end
end
return result
end
for movx=-1,1 do
for movy=-1,1 do
if not (movx==0 and movy==0) then
offx = movx*self.cellsize
offy = movy*self.cellsize
while ValidMove(offx+movx*self.cellsize,offy+movy*self.cellsize) do
offx = offx + movx*self.cellsize
offy = offy + movy*self.cellsize
end
if ValidMove(offx,offy) then
table.insert(moves,{offx+self.rect.x,offy+self.rect.y})
end
end
end
end
return moves
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end
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return Circle
end
return gen