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sw, sh = 8, 8
function is_colliding(a, b)
ax1, bx1 = a.pos.x, b.pos.x
ax2, bx2 = ax1 + sw, bx1 + sw
ay1, by1 = a.pos.y, b.pos.y
ay2, by2 = ay1 + sh, by1 + sh
return (ax1 < bx2 and ax2 > bx1
and ay1 < by2 and ay2 > by1)
end
function handle_collision(a, b)
-- if b.typ == types.enemy then
-- --print(b.id,100,100)
-- end
end
function run_collisions()
collidable = filter(World, function (e) return e.collision end)
for _ai, a in ipairs(collidable) do
for _bi, b in ipairs(collidable) do
if a.id == b.id then
goto continue
end
if is_colliding(a, b) then
handle_collision(a, b)
end
::continue::
end
end
end
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