Ignore fragile bbox when during player crush check
parent
bb4a9a8f3c
commit
0f5a347cec
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@ -308,18 +308,15 @@ collision_end:
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static uint8_t check_bbox_edges(
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TileGrid_t* tilemap,
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Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox,
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int8_t len_reduction
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bool ignore_fragile
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)
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{
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uint8_t detected = 0;
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bbox.x -= 2 * len_reduction;
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bbox.y -= 2 * len_reduction;
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CollideEntity_t ent =
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{
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.p_ent = p_ent,
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.bbox = (Rectangle){pos.x - 1, pos.y + len_reduction, 1, bbox.y},
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.bbox = (Rectangle){pos.x - 1, pos.y, 1, bbox.y},
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.prev_bbox = (Rectangle){pos.x, pos.y, bbox.x, bbox.y},
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.area = (TileArea_t){
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.tile_x1 = (pos.x - 1) / TILE_SIZE,
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@ -332,16 +329,24 @@ static uint8_t check_bbox_edges(
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// TODO: Handle one-way platform
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// Left
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detected |= (check_collision_line(&ent, tilemap, false) ? 1 : 0) << 3;
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uint8_t collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 3;
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}
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//Right
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ent.bbox.x = pos.x + bbox.x + 1; // 2 to account for the previous subtraction
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//ent.area.tile_x1 = (pos.x + bbox.x) / TILE_SIZE;
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//ent.area.tile_x2 = ent.area.tile_x1;
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detected |= (check_collision_line(&ent, tilemap, false) ? 1 : 0) << 2;
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 2;
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}
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// Up
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ent.bbox.x = pos.x + len_reduction;
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ent.bbox.x = pos.x;
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ent.bbox.y = pos.y - 1;
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ent.bbox.width = bbox.x;
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ent.bbox.height = 1;
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@ -349,13 +354,21 @@ static uint8_t check_bbox_edges(
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//ent.area.tile_x2 = (pos.x + bbox.x - 1) / TILE_SIZE,
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//ent.area.tile_y1 = (pos.y - 1) / TILE_SIZE,
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//ent.area.tile_y2 = ent.area.tile_y1;
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detected |= (check_collision_line(&ent, tilemap, false) ? 1 : 0) << 1;
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 1;
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}
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// Down
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ent.bbox.y = pos.y + bbox.y + 1;
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//ent.area.tile_y1 = (pos.y + bbox.y) / TILE_SIZE,
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//ent.area.tile_y2 = ent.area.tile_y1;
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detected |= (check_collision_line(&ent, tilemap, true) ? 1 : 0);
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1;
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}
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return detected;
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}
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@ -695,7 +708,7 @@ void player_crushing_system(Scene_t* scene)
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uint8_t edges = check_bbox_edges(
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&data->tilemap, p_player,
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size, 0
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size, true
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);
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if ((edges & 0b1100) == 0b1100 || (edges & 0b0011) == 0b0011)
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@ -816,7 +829,7 @@ void tile_collision_system(Scene_t* scene)
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// Post movement edge check to zero out velocity
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uint8_t edges = check_bbox_edges(
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&data->tilemap, p_ent,
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size, 0
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size, false
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);
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if (edges & (1<<3))
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{
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@ -942,7 +955,7 @@ void global_external_forces_system(Scene_t* scene)
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// Zero out acceleration for contacts with sturdy entites and tiles
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uint8_t edges = check_bbox_edges(
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&data->tilemap, p_ent,
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size, 0
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size, false
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);
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if (edges & (1<<3))
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{
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