User:Darkfrei/example functions

Prints table

print('{' ..table.concat(line,",")..'},')

Draw grid

function draw_grid ()
	local grid_size = 20
	love.graphics.setLineWidth (1)
	love.graphics.setColor(0.25,0.25,0.25)
	local width, height = love.graphics.getDimensions( )
	for x = grid_size, width-1, grid_size do
		love.graphics.line(x, 0, x, height)
	end
	for y = grid_size, height-1, grid_size do
		love.graphics.line(0, y, width, y)
	end
end

Draw mouse position

function draw_mouse ()
	local mx, my = love.mouse.getPosition ()
	local text = mx..' '..my
	local font = love.graphics.getFont()
	local w = font:getWidth(text)
	local h = font:getHeight()
	love.graphics.setColor(0,0,0)
	love.graphics.rectangle('fill', mx, my-h, w, h)
	love.graphics.setColor(1,1,1)
	love.graphics.print(mx..' '..my,mx,my-h)
end

Beep

Define it:

local rate = 44100
local length = 1/32
local tone = 440 -- Hz
local p = math.floor(rate/tone) -- 128
local soundData = love.sound.newSoundData(length*rate, rate, 16, 1)
for i=0, length*rate-1 do soundData:setSample(i, i%p>p/2 and 1 or -1) end
local source = love.audio.newSource(soundData)
local function beep() source:play() end

Call it:

beep()

Point in area

function is_in_area (mx,my, x,y,w,h) -- mouse position and rectangle
	if (mx > x) and (mx < (x + w)) and
	   (my > y) and (my < (y + h)) then
		return true
	end
end


Is value in list

function is_value_in_list (value, list)
	for i, v in pairs (list) do
		if v == value then
			return true
		end
	end
end


Normalization and multiplication

Set magnitude to this vector:

function normul (x, y, factor) -- normalization and multiplication
	local d = (x*x+y*y)^0.5
	factor= factor or 1
	return factor*x/d, factor*y/d
end


Evaluate a point from any amount of control points

local function evaluate (curve, t)
	local ccpc = curve:getControlPointCount( )
	if ccpc > 1 then
		return curve:evaluate(t)
	elseif ccpc == 1 then
		return curve:getControlPoint(1)
	else
		return 0, 0
	end
end


Split string with separator

local function  split (string, separator)
	local tabl = {}
	for str in string.gmatch(string, "[^"..separator.."]+") do
		table.insert (tabl, str)
	end
	return tabl
end
--split ("123#456", "#") -- results: {"123", "456"}

Split string to list of symbols

local function  split2 (string)
	local tabl = {}
	string:gsub(".", function(c) table.insert(tabl, tonumber (c)) end)
	return tabl
end
--split2 ("123") -- results: {1, 2, 3}

Push rectangle from line

(made with chatGPT Feb 13 2023)

function pushRectOutOfLine(x, y, w, h, x1, y1, x2, y2)
  -- Вычисляем вектор направления линии
  local lineDirX = x2 - x1
  local lineDirY = y2 - y1
  
  -- Нормализуем вектор направления линии
  local lineLength = math.sqrt(lineDirX^2 + lineDirY^2)
  lineDirX = lineDirX / lineLength
  lineDirY = lineDirY / lineLength
  
  -- Вычисляем вектор от начальной точки линии до прямоугольника
  local toRectX = x - x1
  local toRectY = y - y1
  
  -- Проекция вектора от начальной точки линии до прямоугольника на вектор направления линии
  local dot = toRectX * lineDirX + toRectY * lineDirY
  
  -- Находим ближайшую точку на линии
  local nearestX, nearestY
  if dot <= 0 then
    nearestX, nearestY = x1, y1
  elseif dot >= lineLength then
    nearestX, nearestY = x2, y2
  else
    nearestX = x1 + dot * lineDirX
    nearestY = y1 + dot * lineDirY
  end
  
  -- Вычисляем вектор от ближайшей точки на линии до прямоугольника
  local toRectX = x - nearestX
  local toRectY = y - nearestY
  
  -- Если прямоугольник пересекает линию
  if math.abs(toRectX) < w/2 and math.abs(toRectY) < h/2 then
    -- Вычисляем вектор выталкивания
    local pushX = (w/2 - math.abs(toRectX)) * math.sign(toRectX)
    local pushY = (h/2 - math.abs(toRectY)) * math.sign(toRectY)
    
    -- Возвращаем вектор выталкивания и нормаль линии
    return pushX, pushY, lineDirX, lineDirY
  end
  
  return 0, 0, 0, 0
end

Short version:

function PushOutRectangleFromLine(x, y, w, h, x1, y1, x2, y2)
  local toRectX, toRectY = x - x1, y - y1
  local lineDirectionX, lineDirectionY = x2 - x1, y2 - y1
  local lineLength = math.sqrt(lineDirectionX^2 + lineDirectionY^2)
  lineDirectionX, lineDirectionY = lineDirectionX / lineLength, lineDirectionY / lineLength
  local dotProduct = toRectX * lineDirectionX + toRectY * lineDirectionY
  local closestPointX, closestPointY = x1 + dotProduct * lineDirectionX, y1 + dotProduct * lineDirectionY
  local distanceX, distanceY = x - closestPointX, y - closestPointY
  local intersectX, intersectY = closestPointX, closestPointY
  
  if dotProduct < 0 then
    intersectX, intersectY = x1, y1
    distanceX, distanceY = x - x1, y - y1
  elseif dotProduct > lineLength then
    intersectX, intersectY = x2, y2
    distanceX, distanceY = x - x2, y - y2
  end
  
  if math.abs(distanceX) < w / 2 and math.abs(distanceY) < h / 2 then
    local pushX, pushY = 0, 0
    
    if w / 2 - math.abs(distanceX) < h / 2 - math.abs(distanceY) then
      pushX = math.sign(distanceX) * (w / 2 - math.abs(distanceX))
    else
      pushY = math.sign(distanceY) * (h / 2 - math.abs(distanceY))
    end
    
    return pushX, pushY
  end
  
  return 0, 0
end

(fixed normal)

function PushOutRectangleFromLine(x, y, w, h, x1, y1, x2, y2)
    local toRectX, toRectY = x - x1, y - y1
    local lineLength = math.sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)
    local normalX, normalY = (y2 - y1) / lineLength, -(x2 - x1) / lineLength
    local dot = toRectX * normalX + toRectY * normalY
    local intersectX, intersectY = x - dot * normalX, y - dot * normalY

    if intersectX < x then
        intersectX = x
    elseif intersectX > x + w then
        intersectX = x + w
    end

    if intersectY < y then
        intersectY = y
    elseif intersectY > y + h then
        intersectY = y + h
    end

    local distance = (toRectX - intersectX) * normalX + (toRectY - intersectY) * normalY

    if distance < 0 then
        intersectX = intersectX + distance * normalX
        intersectY = intersectY + distance * normalY
    end

    return intersectX, intersectY, normalX, normalY
end


Easy vector math

-- Определение метатаблицы для векторов
local Vector = {}
Vector.__index = Vector

-- Конструктор вектора
function Vector.new(x, y)
  local v = {x = x or 0, y = y or 0}
  setmetatable(v, Vector)
  return v
end

-- Перегрузка оператора сложения
function Vector.__add(a, b)
  return Vector.new(a.x + b.x, a.y + b.y)
end

-- Перегрузка оператора вычитания
function Vector.__sub(a, b)
  return Vector.new(a.x - b.x, a.y - b.y)
end

-- Перегрузка оператора умножения на скаляр
function Vector.__mul(a, b)
  if type(a) == "number" then
    return Vector.new(b.x * a, b.y * a)
  elseif type(b) == "number" then
    return Vector.new(a.x * b, a.y * b)
  else
    error("Can only multiply vector by scalar.")
  end
end

-- Пример использования
local v1 = Vector.new(2, 3)
local v2 = Vector.new(4, 5)
local v3 = v1 + v2 -- v3 будет иметь координаты (6, 8)
local v4 = v1 - v2 -- v4 будет иметь координаты (-2, -2)
local v5 = v1 * 2 -- v5 будет иметь координаты (4, 6)
local v6 = 3 * v2 -- v6 будет иметь координаты (12, 15)


print (
	v1.x..' '..v1.y,
	v2.x..' '..v2.y,
	v3.x..' '..v3.y,
	v4.x..' '..v4.y,
	v5.x..' '..v5.y,
	v6.x..' '..v6.y
)


Count vowels in the string

Here is a function to count vowels in the string:

function countVowels(str)
  _, nvow = string.gsub(str, "[AEIOUaeiou]", "")
  return nvow
end
print(countVowels("hello world")) -- 3
print(countVowels("Lua is awesome")) -- 7
print(countVowels("fbwklfbwjf")) -- 0


Reverse words, but not word sequence

function reverseWord (str)
  local last = string.len (str)
  local res = ""
  for i = last, 1, -1 do
    res = res .. string.sub(str,i, i)
  end
  return res
end
function reverseWords (str)
  local text = ""
  for word in str:gmatch("%S+") do
    text = text .. ' ' .. reverseWord (word)
  end
  return text:sub(2, -1)
end
print(reverseWords("Hello world")) -- "olleH dlrow"
print(reverseWords("Lua is awesome")) -- "auL si emosewa"


Make snake matrix

as snakeMatrix (3) -- {{1, 2, 3}, {6, 5, 4}, {7, 8, 9}}

snakeMatrix (4) -- {{1, 2, 3, 4}, {8, 7, 6, 5}, {9, 10, 11, 12}, {16, 15, 14, 13}}

function snakeMatrix (n)
	local matrix = {}
	local index = 1
	for i = 1, n do
		local line = {}
		if i%2 == 1 then
			for j = 1, n do
				table.insert (line, index)
				index = index + 1
			end
		else
			for j = 1, n do
				table.insert (line, 1, index)
				index = index + 1
			end
		end
		matrix[i] = line
	end	
	return matrix
end

function showDeepList (tabl)
	local list = {}
	if type(tabl[1]) == "table" then
		for i = 1, #tabl do
			table.insert (list, showDeepList (tabl[i]))
		end
	else
		list = tabl
	end
	return '{'.. table.concat (list, ', ') ..'}'
end

print (showDeepList(snakeMatrix (3))) -- {{1, 2, 3}, {6, 5, 4}, {7, 8, 9}}
print (showDeepList(snakeMatrix (4))) -- {{1, 2, 3, 4}, {8, 7, 6, 5}, {9, 10, 11, 12}, {16, 15, 14, 13}}

Flatten deep list

function deepFlatten (list, tabl)
	for i, v in ipairs (tabl) do
		if type (v) == "table" then
			deepFlatten (list, v)
		else
			table.insert (list, v)
		end
	end
end

function flatten (tabl)
	local list = {}
	deepFlatten (list, tabl)
	return list
end

local t = {1, 2, {3, 4, {5, 6}, 7}, 8}
print(table.concat(flatten(t), ", ")) -- "1, 2, 3, 4, 5, 6, 7, 8"


Merge tables

(for Lua 5.3)

function mergeTables (...) -- ... is varargs
	local res = {}
	local arg = {...}
	for i,list in ipairs(arg) do
		for j, value in ipairs (list) do
			table.insert (res, value)
		end
	end
	return res
end

local t1 = {1, 2, 3}
local t2 = {4, 5}
local t3 = {6, 7, 8, 9}
local t4 = mergeTables(t1, t2, t3)
print(table.concat(t4, ", ")) -- "1, 2, 3, 4, 5, 6, 7, 8, 9"


Insert multiple values at once

(for Lua 5.3)

function insertMultiple (list, ...)
--	local arg = {...}
--	for _, value in ipairs(arg) do
--		table.insert (list, value)
--	end

-- same, but faster:
	for i = 1, select("#", ...) do
		local value = select(i, ...)
		table.insert(t, value)
	end
end

local line = {1, 2}
insertMultiple (line, 3, 4)
print (unpack (line)) -- 1	2	3	4

Table partition

function isEven(n)
    return n % 2 == 0
end

function partition (list, f)
	local p, n = {}, {} -- positive und negative
	for i, v in ipairs (list) do
		if f(v) then
			table.insert (p, v)
		else
			table.insert (n, v)
		end
	end
	return p, n
end

local numbers = {1, 2, 3, 4, 5, 6}
local evens, odds = partition(numbers, isEven)
print(table.concat(evens, ", ")) -- "2, 4, 6"
print(table.concat(odds, ", ")) -- "1, 3, 5"

Memoize function

function sleep (n)
	while n > 0 do
		print("Sleeping for ".. tonumber(n) .." seconds...")
		os.execute("ping -n 2 localhost > nul")
		n = n-1
	end
--	os.execute("ping -n ".. tonumber(n+1) .." localhost > nul")
end

function slowFunction(n)
	sleep (n)
	return n * n
end

function memoize(f)
    local cache = {}
    return function (x)
        if cache[x] == nil then
            cache[x] = f(x)
        end
        return cache[x]
    end
end

local memoizedFunction = memoize(slowFunction)

print(memoizedFunction(5)) -- Sleeping for 1 second... 25
print(memoizedFunction(5)) -- 25 (no waiting, just result)

Sort by key values

function ageSort (a, b)
	return a.age < b.age
end

local people = {
    { name = "Alice", age = 25 },
    { name = "Bob", age = 32 },
    { name = "Charlie", age = 18 },
    { name = "Dave", age = 42 },
    { name = "Eve", age = 29 }
}

table.sort(people, ageSort)

for i, v in ipairs (people) do
	print (i, v.name, v.age)
end

Result:

1	Charlie	18
2	Alice	25
3	Eve	29
4	Bob	32
5	Dave	42


Universal solution:

function sortByKey(key)
	return function(a, b)
		return a[key] < b[key]
	end
end

local people = {
    { name = "Alice", age = 25 },
    { name = "Bob", age = 32 },
    { name = "Charlie", age = 18 },
    { name = "Dave", age = 42 },
    { name = "Eve", age = 29 }
}


table.sort(people, sortByKey("age"))
print ('	sorted by age:')
for i, v in ipairs (people) do
	print (i, v.name, v.age)
end

table.sort(people, sortByKey("name"))
print ('	sorted by name:')
for i, v in ipairs (people) do
	print (i, v.name, v.age)
end

Result:

	sorted by age:
1	Charlie	18
2	Alice	25
3	Eve	29
4	Bob	32
5	Dave	42

	sorted by name:
1	Alice	25
2	Bob	32
3	Charlie	18
4	Dave	42
5	Eve	29

Nearest point on the nearest diagonal

local function calculateNearestDiagonal(x, y)
-- x, y - point position
-- y1 = x; y2 = 1-x - tile diagonals in range x=[0, 1]
  local dx, dy = x%1, y%1
	local t1 = (dy-dx)/2
	local t2 = (dy-(1-dx))/2
	dx = dx+math.floor(x)
	dy = dy+math.floor(y)
	if math.abs (t1) < math.abs (t2) then
		return dx + t1, dy - t1, t1
	else
		return dx - t2, dy - t2, t2
	end
end


Get dx and dy for diagonal marching

function getDiagonalMarch (angle)
--	https://www.desmos.com/calculator/jmvgydivg3
	angle = angle % (2*math.pi)
	local dx = math.cos(angle)
	local dy = math.sin(angle)
	if angle < math.pi/2 then
		local k = 1 / (dx + dy)
		return dx * k, dy * k
	elseif angle < math.pi then
		local k = 1 / (-dx + dy)
		return dx * k, dy * k
	elseif angle < math.pi*3/2 then
		local k = 1 / (dx + dy)
		return -dx * k, -dy * k
	else
		local k = 1 / (dx + -dy)
		return dx * k, dy * k
	end
end


Project point to line in 3D

function projectionPointToLine3D (xa, ya, za, xb, yb, zb, xm, ym, zm)
  local t = ((xb - xa) * (xm - xa) + (yb - ya) * (ym - ya) + (zb - za) * (zm - za)) / ((xb - xa)^2 + (yb - ya)^2 + (zb - za)^2)
  local xp = xa + t * (xb - xa)
  local yp = ya + t * (yb - ya)
  local zp = za + t * (zb - za)
  return xp, yp, zp, t
end