Improve crushing logic
Changelog: - Do edge checking in both direction on each axis. If either axis has a collision on both directions, crush the playerscene_man
parent
ae67ba4710
commit
9e60d0fb89
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@ -96,7 +96,7 @@ static uint8_t check_collision(const CollideEntity_t* ent, TileGrid_t* grid, boo
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}
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// TODO: This should be a point collision check, not an AABB check
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static bool check_collision_at(
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static bool check_collision_offset(
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Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz,
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TileGrid_t* grid, Vector2 offset
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)
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@ -202,7 +202,7 @@ static bool check_collision_and_move(
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Vector2 point_to_test = {0};
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point_to_test.x = p_ct->position.x;
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point_to_test.y = other_pos->y - p_bbox->size.y + 1;
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
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if (!check_collision_offset(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
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{
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p_ct->position = point_to_test;
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goto collision_end;
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@ -210,7 +210,7 @@ static bool check_collision_and_move(
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point_to_test.x = other_pos->x - p_bbox->size.x + 1;
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point_to_test.y = p_ct->position.y;
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
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if (!check_collision_offset(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
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{
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p_ct->position = point_to_test;
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goto collision_end;
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@ -218,7 +218,7 @@ static bool check_collision_and_move(
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point_to_test.x = other_pos->x + other_bbox.x - 1;
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point_to_test.y = p_ct->position.y;
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
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if (!check_collision_offset(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
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{
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p_ct->position = point_to_test;
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goto collision_end;
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@ -226,7 +226,7 @@ static bool check_collision_and_move(
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point_to_test.x = p_ct->position.x;
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point_to_test.y = other_pos->y + other_bbox.y - 1;
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
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if (!check_collision_offset(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
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{
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p_ct->position = point_to_test;
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goto collision_end;
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@ -577,7 +577,7 @@ void player_bbox_update_system(Scene_t* scene)
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}
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if (
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!check_collision_at(
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!check_collision_offset(
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p_player, p_ctransform->position, new_bbox,
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&tilemap, offset
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)
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@ -612,11 +612,44 @@ void player_crushing_system(Scene_t* scene)
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.area = (TileArea_t){
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.tile_x1 = (p_ctransform->position.x) / TILE_SIZE,
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.tile_y1 = (p_ctransform->position.y) / TILE_SIZE,
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.tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE,
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.tile_x2 = (p_ctransform->position.x) / TILE_SIZE,
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.tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE,
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},
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};
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if (check_collision(&ent, &tilemap, false) == 1)
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// Mostly identical to edge check function
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// Except we want collision instead of just touching
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uint8_t detected = 0;
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// Left
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detected |= (check_collision(&ent, &tilemap, false) ? 1 : 0);
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//Right
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ent.area.tile_x1 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
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ent.area.tile_x2 = ent.area.tile_x1;
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detected |= (check_collision(&ent, &tilemap, false) ? 1 : 0) << 1;
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if (detected == 0b11)
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{
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memset(&p_ctransform->position, 0, sizeof(p_ctransform->position));
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
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return;
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}
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detected = 0;
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// Up
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ent.area.tile_x1 = (p_ctransform->position.x) / TILE_SIZE,
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ent.area.tile_y1 = (p_ctransform->position.y - 1) / TILE_SIZE,
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ent.area.tile_y2 = ent.area.tile_y1;
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detected |= (check_collision(&ent, &tilemap, false) ? 1 : 0) << 1;
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// Down
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ent.area.tile_y1 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE,
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ent.area.tile_y2 = ent.area.tile_y1;
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detected |= (check_collision(&ent, &tilemap, true) ? 1 : 0);
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//if (check_collision(&ent, &tilemap, false) == 1)
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if (detected == 0b11)
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{
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memset(&p_ctransform->position, 0, sizeof(p_ctransform->position));
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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