replaced ternaries with ifs
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ff81acd40c
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18
aabb2.p8
18
aabb2.p8
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@ -18,26 +18,34 @@ local player = {
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-- collision left
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if self.dx < 0 and (isColliding(self.x + self.dx, self.y) or isColliding(self.x + self.dx, self.y + 7)) then
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-- move the player against the left wall
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self.x = self.x % 8 == 0 and self.x or flr(self.x / 8) * 8
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-- move the player against the left wall, if our x coord isn't already a multiple of 8
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if self.x % 8 ~= 8 then
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self.x = flr(self.x / 8) * 8
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end
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self.dx = 0
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end
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-- collision right
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if self.dx > 0 and (isColliding(self.x + self.dx + 7, self.y) or isColliding(self.x + self.dx + 7, self.y + 7)) then
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-- move the player against the right wall
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self.x = self.x % 8 == 0 and self.x or flr((self.x + 8) / 8) * 8
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if self.x % 8 ~= 0 then
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self.x = flr((self.x + 8) / 8) * 8
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end
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self.dx = 0
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end
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-- collision up
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if self.dy < 0 and (isColliding(self.x, self.y + self.dy) or isColliding(self.x + 7, self.y + self.dy)) then
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-- move the player right under the block
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self.y = self.y % 8 == 0 and self.y or flr(self.y / 8) * 8
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if self.y % 8 ~= 0 then
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self.y = flr(self.y / 8) * 8
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end
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self.dy = 0
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end
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-- collision down
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if self.dy > 0 and (isColliding(self.x, self.y + self.dy + 7) or isColliding(self.x + 7, self.y + self.dy + 7)) then
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-- align the player with the nearest block down
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self.y = self.y % 8 == 0 and self.y or flr((self.y + 8) / 8) * 8
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if self.y % 8 ~= 0 then
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self.y = flr((self.y + 8) / 8) * 8
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end
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self.dy = 0
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end
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