Some exercises in unintentional obfuscation from my game dev library.
if (o.x < cx - allow) {
safePush(c - 1, r, o);
}
if (o.x > cx+allow) {
safePush(c + 1, r, o);
}
if (o.y < cy - allow) {
if (o.x < cx - allow) {
safePush(c - 1, r - 1, o);
}
if (o.x > cx+allow) {
safePush(c + 1, r - 1, o);
}
safePush(c, r - 1, o);
}
if (o.y > cy + allow) {
if (o.x < cx - allow) {
safePush(c - 1, r + 1, o);
}
if (o.x > cx+allow) {
safePush(c + 1, r + 1, o);
}
safePush(c, r + 1, o);
}
safePush(c, r, o);
for (var c:int = 0; c < density; c++) {
for (var r:int = 0; r < density; r++) {
for (i = 0; i < grid[c][r].length; i++) {
var a:Entity = grid[c][r][i];
for (var j:int = i + 1; j < grid[c][r].length; j++) {
if (!a.checkDupeColl(grid[c][r][j]) && !grid[c][r][j].checkDupeColl(a)) {
a.collided.push(grid[c][r][j]);
grid[c][r][j].collided.push(a);
if (a.collisions.willHit(grid[c][r][j].collisions.type)) {
a.entityCollisionSolve(grid[c][r][j], true);
}
}
}
}
}
}