Add collision handling for one-way tile
Internal Changelog: - Add ONEWAY handling in check_collision - All collision check now requires a prev_position check due to the one-way tile check. Update relevant function signature - On ground check now does an edge check instead of using the offset checkscene_man
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36e84d1b75
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b5e7d8846f
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@ -36,11 +36,12 @@ typedef struct TileArea {
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typedef struct CollideEntity {
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unsigned int idx;
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Rectangle bbox;
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Rectangle prev_bbox;
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TileArea_t area;
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} CollideEntity_t;
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// ------------------------- Collision functions ------------------------------------
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static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, EntityManager_t* p_manager)
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static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, EntityManager_t* p_manager, bool check_oneway)
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{
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for(unsigned int tile_y = ent->area.tile_y1; tile_y <= ent->area.tile_y2; tile_y++)
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{
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@ -48,7 +49,19 @@ static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, Entity
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{
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unsigned int tile_idx = tile_y*grid->width + tile_x;
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if (grid->tiles[tile_idx].solid == SOLID) return true;
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//TODO: For one-way platform, check for collision, only return true for up direction
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Vector2 overlap;
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if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY)
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{
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find_AABB_overlap(
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(Vector2){ent->bbox.x, ent->bbox.y},
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(Vector2){ent->bbox.width, ent->bbox.height},
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(Vector2){tile_x * TILE_SIZE, tile_y * TILE_SIZE}, TILE_SZ, &overlap
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);
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//For one-way platform, check for vectical collision, only return true for up direction
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if (overlap.y != 0 && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * TILE_SIZE) return true;
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}
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unsigned int ent_idx;
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sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, ent_idx)
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{
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@ -56,7 +69,6 @@ static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, Entity
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Entity_t * p_ent = get_entity(p_manager, ent_idx);
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CTransform_t *p_ctransform = get_component(p_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_bbox = get_component(p_manager, p_ent, CBBOX_COMP_T);
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Vector2 overlap;
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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//if (p_bbox->solid && !p_bbox->fragile)
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if (p_bbox->solid)
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@ -89,6 +101,7 @@ static bool check_collision_at(
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CollideEntity_t ent = {
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.idx = ent_idx,
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.bbox = (Rectangle){new_pos.x, new_pos.y, bbox_sz.x, bbox_sz.y},
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.prev_bbox = (Rectangle){pos.x, pos.y, bbox_sz.x, bbox_sz.y},
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.area = (TileArea_t){
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.tile_x1 = (new_pos.x) / TILE_SIZE,
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.tile_y1 = (new_pos.y) / TILE_SIZE,
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@ -97,15 +110,29 @@ static bool check_collision_at(
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}
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};
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return check_collision(&ent, grid, p_manager);
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return check_collision(&ent, grid, p_manager, false);
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}
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static inline bool check_on_ground(
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unsigned int ent_idx, Vector2 pos, Vector2 bbox_sz,
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unsigned int ent_idx, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz,
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TileGrid_t* grid, EntityManager_t* p_manager
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)
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{
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return check_collision_at(ent_idx, pos, bbox_sz, grid, (Vector2){0, 1}, p_manager);
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//return check_collision_at(ent_idx, pos, bbox_sz, grid, (Vector2){0, 1}, p_manager);
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Vector2 new_pos = Vector2Add(pos, (Vector2){0, 1});
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CollideEntity_t ent = {
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.idx = ent_idx,
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.bbox = (Rectangle){new_pos.x, new_pos.y + bbox_sz.y - 1, bbox_sz.x, 1},
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.prev_bbox = (Rectangle){prev_pos.x, prev_pos.y, bbox_sz.x, bbox_sz.y},
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.area = (TileArea_t){
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.tile_x1 = (new_pos.x) / TILE_SIZE,
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.tile_y1 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE,
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.tile_x2 = (new_pos.x + bbox_sz.x - 1) / TILE_SIZE,
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.tile_y2 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE
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}
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};
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return check_collision(&ent, grid, p_manager, true);
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}
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static bool check_collision_and_move(
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@ -146,7 +173,7 @@ static bool check_collision_and_move(
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// also check for empty to prevent creating new collision. Not fool-proof, but good enough
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//if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager))
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if ( other_solid == SOLID
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|| (other_solid == ONE_WAY && offset.y < 0)
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|| (other_solid == ONE_WAY && offset.y < 0 && (p_ct->prev_position.y + sz.y - 1 < other_pos.y))
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)
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{
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p_ct->position = Vector2Add(p_ct->position, offset);
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@ -158,7 +185,7 @@ static bool check_collision_and_move(
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static uint8_t check_bbox_edges(
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EntityManager_t* p_manager, TileGrid_t* tilemap,
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unsigned int ent_idx, Vector2 pos, Vector2 bbox
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unsigned int ent_idx, Vector2 pos, Vector2 prev_pos, Vector2 bbox
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)
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{
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uint8_t detected = 0;
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@ -166,6 +193,7 @@ static uint8_t check_bbox_edges(
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{
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.idx = ent_idx,
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.bbox = (Rectangle){pos.x - 1, pos.y, bbox.x, 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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.tile_y1 = (pos.y) / TILE_SIZE,
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@ -173,14 +201,17 @@ static uint8_t check_bbox_edges(
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.tile_y2 = (pos.y + bbox.y - 1) / TILE_SIZE,
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}
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};
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// TODO: Handle one-way platform
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// Left
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detected |= (check_collision(&ent, tilemap, p_manager) ? 1 : 0) << 3;
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detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 3;
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//Right
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ent.bbox.x += 2; // 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(&ent, tilemap, p_manager) ? 1 : 0) << 2;
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detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 2;
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// Up
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ent.bbox.x -= 2;
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@ -189,13 +220,13 @@ 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(&ent, tilemap, p_manager) ? 1 : 0) << 1;
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detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 1;
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// Down
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ent.bbox.y += 2;
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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(&ent, tilemap, p_manager) ? 1 : 0);
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detected |= (check_collision(&ent, tilemap, p_manager, true) ? 1 : 0);
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return detected;
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}
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@ -490,7 +521,7 @@ 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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&scene->ent_manager, &data->tilemap, ent_idx,
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p_ctransform->position, p_bbox->size
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size
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);
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if (edges & (1<<3))
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{
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@ -652,7 +683,7 @@ 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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&scene->ent_manager, &data->tilemap, ent_idx,
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p_ctransform->position, p_bbox->size
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size
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);
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if (edges & (1<<3))
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{
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@ -755,7 +786,7 @@ void state_transition_update_system(Scene_t* scene)
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if (p_ctransform == NULL || p_bbox == NULL) continue;
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bool on_ground = check_on_ground(
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ent_idx, p_ctransform->position, p_bbox->size,
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ent_idx, p_ctransform->position, p_ctransform->prev_position, p_bbox->size,
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&data->tilemap, &scene->ent_manager
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);
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bool in_water = false;
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