Simplify edge velocity check
Internal Changelog: - Use tile collision to determine which side has collided and perform the velocity zeroing, instead of separating out.main
parent
c8059300ac
commit
41585f6938
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@ -1413,7 +1413,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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sc_array_add(&scene->scene.systems, &player_crushing_system);
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sc_array_add(&scene->scene.systems, &spike_collision_system);
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sc_array_add(&scene->scene.systems, &edge_velocity_check_system);
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//sc_array_add(&scene->scene.systems, &edge_velocity_check_system);
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
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sc_array_add(&scene->scene.systems, &update_entity_emitter_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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@ -534,7 +534,6 @@ void init_game_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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sc_array_add(&scene->scene.systems, &player_crushing_system);
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sc_array_add(&scene->scene.systems, &spike_collision_system);
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sc_array_add(&scene->scene.systems, &edge_velocity_check_system);
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
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sc_array_add(&scene->scene.systems, &update_entity_emitter_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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@ -69,7 +69,7 @@ static inline void destroy_tile(LevelSceneData_t* lvl_data, unsigned int tile_id
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// ------------------------- Collision functions ------------------------------------
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// Do not subtract one for the size for any collision check, just pass normally. The extra one is important for AABB test
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static bool check_collision_and_move(
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static uint8_t check_collision_and_move(
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TileGrid_t* tilemap,
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Entity_t* ent, Vector2* other_pos, Vector2 other_bbox,
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SolidType_t other_solid
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@ -81,6 +81,7 @@ static bool check_collision_and_move(
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Vector2 overlap = {0,0};
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Vector2 prev_overlap = {0,0};
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uint8_t overlap_mode = find_AABB_overlap(ent->position, p_bbox->size, *other_pos, other_bbox, &overlap);
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uint8_t collided_side = 0;
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if (overlap_mode == 1)
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{
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// If there is collision, use previous overlap to determine direction
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@ -108,6 +109,24 @@ static bool check_collision_and_move(
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offset.y = overlap.y;
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}
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}
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if (offset.y < 0)
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{
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collided_side |= 1;
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}
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else if (offset.y > 0)
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{
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collided_side |= (1<<1);
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}
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else if (offset.x < 0)
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{
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collided_side |= (1<<2);
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}
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else if (offset.x > 0)
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{
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collided_side |= (1<<3);
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}
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ent->position = Vector2Add(ent->position, offset);
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}
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else if (overlap_mode == 2)
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@ -120,6 +139,7 @@ static bool check_collision_and_move(
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap))
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{
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ent->position = point_to_test;
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collided_side |= 1;
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goto collision_end;
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}
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@ -128,6 +148,7 @@ static bool check_collision_and_move(
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap))
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{
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ent->position = point_to_test;
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collided_side |= (1<<2);
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goto collision_end;
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}
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@ -136,6 +157,7 @@ static bool check_collision_and_move(
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap))
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{
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ent->position = point_to_test;
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collided_side |= (1<<3);
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goto collision_end;
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}
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@ -144,6 +166,7 @@ static bool check_collision_and_move(
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap))
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{
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ent->position = point_to_test;
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collided_side |= (1<<1);
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goto collision_end;
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}
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// If no free space, Move up no matter what
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@ -151,7 +174,7 @@ static bool check_collision_and_move(
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ent->position.y = other_pos->y - p_bbox->size.y + 1;
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}
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collision_end:
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return overlap_mode > 0;
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return collided_side;
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}
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static void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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@ -736,6 +759,7 @@ void tile_collision_system(Scene_t* scene)
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for (unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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uint8_t collide_side = 0;
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if(tilemap.tiles[tile_idx].tile_type != EMPTY_TILE)
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{
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Vector2 other;
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@ -756,7 +780,7 @@ void tile_collision_system(Scene_t* scene)
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&& p_ent->position.y + p_bbox->size.y > other.y
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) ? SOLID : NOT_SOLID;
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}
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check_collision_and_move(
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collide_side = check_collision_and_move(
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&tilemap, p_ent,
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&other,
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(Vector2){tilemap.tile_size, tilemap.tile_size},
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@ -784,51 +808,33 @@ void tile_collision_system(Scene_t* scene)
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{
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solid = NOT_SOLID;
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}
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check_collision_and_move(
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collide_side = check_collision_and_move(
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&tilemap, p_ent,
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&p_other_ent->position, p_other_bbox->size,
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solid
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);
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}
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}
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}
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}
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}
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}
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void edge_velocity_check_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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unsigned int ent_idx;
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CBBox_t* p_bbox;
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sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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if (!p_ctransform->active) continue;
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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_bbox->size, false
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);
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if (edges & (1<<3))
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if (collide_side & (1<<3))
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{
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if (p_ctransform->velocity.x < 0) p_ctransform->velocity.x = 0;
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}
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if (edges & (1<<2))
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if (collide_side & (1<<2))
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{
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if (p_ctransform->velocity.x > 0) p_ctransform->velocity.x = 0;
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}
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if (edges & (1<<1))
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if (collide_side & (1<<1))
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{
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if (p_ctransform->velocity.y < 0) p_ctransform->velocity.y = 0;
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}
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if (edges & (1))
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if (collide_side & (1))
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{
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if (p_ctransform->velocity.y > 0) p_ctransform->velocity.y = 0;
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}
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// Deal with float precision, by rounding when it is near to an integer enough by 2 dp
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}
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}
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float decimal;
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float fractional = modff(p_ent->position.x, &decimal);
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if (fractional > 0.99)
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@ -16,7 +16,6 @@ void state_transition_update_system(Scene_t* scene);
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void update_entity_emitter_system(Scene_t* scene);
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void update_tilemap_system(Scene_t* scene);
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void hitbox_update_system(Scene_t* scene);
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void edge_velocity_check_system(Scene_t* scene);
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void sprite_animation_system(Scene_t* scene);
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void boulder_destroy_wooden_tile_system(Scene_t* scene);
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void camera_update_system(Scene_t* scene);
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