Added Oversimplified.GameObjectsAtPoint() to return a list of all objects overlapping with a point, altered Oversimplified.CollisionAtPoint() to use Oversimpified.GameObjectsAtPoint() to reduce code.
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@ -889,17 +889,20 @@ Oversimplified.GameObject.prototype.IsOverlapping = function (doSimple) {
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Oversimplified.GameObject.prototype.IfOverlappingThenMove = function (doSimple) {
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var overlappingObject = this.IsOverlapping(doSimple);
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if (overlappingObject != false)
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{
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if (overlappingObject != false) {
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if (this.x < overlappingObject.x)
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this.x--;
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this.x--;
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if (this.x >= overlappingObject.x)
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this.x++;
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this.x++;
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if (this.y < overlappingObject.y)
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this.y--;
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this.y--;
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if (this.y >= overlappingObject.y)
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this.y++;
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}
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this.y++;
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return true;
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} else {
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return false;
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}
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}
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// Prevents the object from moving outside of the room's boundaries.
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@ -987,28 +990,40 @@ Oversimplified.GameObject.prototype.Destroy = function () {
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// Check if the point (x, y) lies inside the bounds of ANY object in the room.
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// If yes and if that object is flagged as solid, then there is a collision.
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Oversimplified.CollisionAtPoint = function (x, y) {
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var currentRoom = Oversimplified.R[Oversimplified.R.currentRoom];
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Oversimplified.GameObjectsAtPoint = function (x, y) {
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var objectsAtPoint = [];
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for (var obj in Oversimplified.O) {
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var object = Oversimplified.O[obj];
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if (object != this) {
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for (var i = 0; i < 2 * object.xBound; i++) {
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for (var j = 0; j < 2 * object.yBound; j++) {
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var xToCheck = (object.x - object.xBound) + i;
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var yToCheck = (object.y - object.yBound) + j;
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for (var i = 0; i < 2 * object.xBound; i++) {
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for (var j = 0; j < 2 * object.yBound; j++) {
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var xToCheck = (object.x - object.xBound) + i;
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var yToCheck = (object.y - object.yBound) + j;
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if (xToCheck == x && yToCheck == y)
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{
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if (object.solid) {
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return true;
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}
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}
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if (xToCheck == x && yToCheck == y)
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{
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objectsAtPoint.push(object);
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}
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}
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}
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}
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if (objectsAtPoint.length > 0) {
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return objectsAtPoint;
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} else {
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return false;
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}
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}
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// Check if the point (x, y) lies inside the bounds of ANY object in the room.
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// If yes and if that object is flagged as solid, then there is a collision.
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Oversimplified.CollisionAtPoint = function (x, y) {
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var objectsAtPoint = Oversimplified.GameObjectsAtPoint(x, y);
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for (var i = 0; i < objectsAtPoint.length; i++) {
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if (objectsAtPoint[i].solid == true) {
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return true;
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}
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}
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return false;
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}
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