function is_colliding(a, b) return ( a.top_left.x < b.bottom_right.x and a.bottom_right.x > b.top_left.x and a.top_left.y < b.bottom_right.y and a.bottom_right.y > b.top_left.y ) end _hurts = { vec2(Entities.Bullet, Entities.Player), vec2(Entities.Sword, Entities.Enemy), } function hurts(a, b) if b:is_in_iframe() then return false end if not (a.damage and b.health) then return false end return some(_hurts, function (v) return a.entity_type == v.x and b.entity_type == v.y end) end function handle_collision(a, b) if a.entity_type == Entities.Sword and b.entity_type == Entities.Player and b.equipped[a.id] == nil then b:equip(a) return end if hurts(a, b) then b:take_damage(a.line_of_sight, a.damage) end end function run_collisions() collidable = filter(_World, function(e) return e.collision end) for _ai, a in pairs(collidable) do for _bi, b in pairs(collidable) do if a.id == b.id then goto continue end if is_colliding( {top_left = (a.collision_bounds.top_left + a.position), bottom_right = (a.collision_bounds.bottom_right + a.position) }, {top_left = (b.collision_bounds.top_left + b.position), bottom_right = (b.collision_bounds.bottom_right + b.position) } ) then handle_collision(a, b) end ::continue:: end end end