sprites = { player = love.graphics.newImage("art/game/player.png"), wall = love.graphics.newImage("art/game/static_wall.png"), box = { red = love.graphics.newImage("art/game/box_r.png"), green = love.graphics.newImage("art/game/box_g.png"), blue = love.graphics.newImage("art/game/box_b.png") }, door = { white = love.graphics.newImage("art/game/door_locked_w.png"), red = love.graphics.newImage("art/game/door_r.png"), green = love.graphics.newImage("art/game/door_g.png"), blue = love.graphics.newImage("art/game/door_b.png"), unlocked = love.graphics.newImage("art/game/door_unlocked.png") }, switch = { red = love.graphics.newImage("art/game/switch_r.png"), green = love.graphics.newImage("art/game/switch_g.png"), blue = love.graphics.newImage("art/game/switch_b.png") }, water = { red = love.graphics.newImage("art/nature/water_r.png"), green = love.graphics.newImage("art/nature/water_g.png"), blue = love.graphics.newImage("art/nature/water_b.png") }, mac_smaller = love.graphics.newImage("art/tech/mac_smaller_r.png"), tree = { red = love.graphics.newImage("art/nature/palm_scaled_r.png"), green = love.graphics.newImage("art/nature/palm_scaled_g.png"), blue = love.graphics.newImage("art/nature/palm_scaled_b.png") }, npcs = { }, } spriteCells = {} function processSprites() getCellsFromSprite(sprites.player) for name, spriteObj in pairs(sprites) do if type(spriteObj) == "table" then spriteCells[name] = {} --this is multicolored so... for color, sprite in pairs(spriteObj) do spriteCells[name][color] = getCellsFromSprite(sprite) end else --assume it's an image obj spriteCells[name] = getCellsFromSprite(spriteObj) end end end function getCellsFromSprite(sprite) local w, h = sprite:getWidth(), sprite:getHeight() local box = {w = w / 16, h = h / 16} local boxCells = cellShapeFromBox(box) if box.w < 1 or box.h < 1 then return boxCells end local img = sprite:getData() local cellsToRemove = {} local stop for _, cell in pairs(boxCells) do local startPixel = {x = (cell.x - 1) * 16, y = (cell.y - 1) * 16} local endPixel = {x = (cell.x * 16) - 1, y = (cell.y * 16) - 1} local empty = true for i = startPixel.x, endPixel.x do for j = startPixel.y, endPixel.y do local r, g, b, a = img:getPixel(i, j) if a > 0 and (r > 0 or g > 0 or b > 0) then --this cell has color so empty = false end end end if empty then cellsToRemove[cell] = cell --references boxCells cell so comparison should wor_ end end local i = 1 while i <= #boxCells do if boxCells[i] == cellsToRemove[boxCells[i]] then table.remove(boxCells, i) else i = i + 1 end end shallowTablePrint(boxCells) return boxCells end function cellShapeFromBox(box) local cells = {} for i = 1, box.w do for j = 1, box.h do table.insert(cells, {x = i, y = j}) end end return cells end