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- local triangle = {}
- triangle.origine = { x = 200, y = 200 }
- triangle.points = { triangle.origine.x - 50, triangle.origine.y - 50, triangle.origine.x + 50, triangle.origine.y - 50, triangle.origine.x, triangle.origine.y + 50 }
- local mouse = {x=0,y=0}
- function love.load()
- love.mouse.setVisible(false)
- end
- function collide(triangle,mx,my)
- local zone1 = math.abs( ( triangle.points[1] - mx ) * ( triangle.points[4] - my ) - ( triangle.points[3] - mx ) * ( triangle.points[2] - my ) )
- local zone2 = math.abs( ( triangle.points[3] - mx ) * ( triangle.points[6] - my ) - ( triangle.points[5] - mx ) * ( triangle.points[4] - my ) )
- local zone3 = math.abs( ( triangle.points[5] - mx ) * ( triangle.points[2] - my ) - ( triangle.points[1] - mx ) * ( triangle.points[6] - my ) )
- if ( zone1 + zone2 + zone3 ) == math.abs( ( triangle.points[3] - triangle.points[1] ) * ( triangle.points[6] - triangle.points[2] ) - ( triangle.points[5] - triangle.points[1] ) * ( triangle.points[4] - triangle.points[2] ) ) then
- return true
- end
- return false
- end
- function love.draw()
- love.graphics.setColor(triangle.color)
- love.graphics.polygon("fill", triangle.points)
- love.graphics.setColor(1,1,0)
- love.graphics.circle("fill",mouse.x,mouse.y,4)
- love.graphics.setColor(1,1,1)
- love.graphics.print( mouse.x .. ':' .. mouse.y , 10, 10)
- end
- function love.update(dt)
- mouse.x, mouse.y = love.mouse.getPosition()
- if collide(triangle, mouse.x, mouse.y) then triangle.color = { 1,0,0 }
- else triangle.color = {.5, .5, .5} end
- end
- function love.keypressed(key)
- if key == "escape" then love.event.quit() end
- end
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