Fix bug on collision system
Changelog: - Fix missing grid check in broad-phase collision check due to float truncation. Use ceilf to fix this - Cover a potential edge case of equal prev overlap. In this case, use min overlap. - Recompute acceleration for player every start of frame. - Add gravity for testingscene_man
parent
15a5f7c180
commit
df0e0b39c8
38
scene_impl.c
38
scene_impl.c
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@ -58,6 +58,8 @@ static void level_scene_render_func(Scene_t* scene)
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}
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}
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static const Vector2 GRAVITY = {0, 700};
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static void movement_update_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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@ -69,13 +71,16 @@ static void movement_update_system(Scene_t* scene)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 600);
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 1000);
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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}
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data->player_dir.x = 0;
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data->player_dir.y = 0;
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// Update movement
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float delta_time = GetFrameTime();
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float delta_time = 0.017;
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CTransform_t * p_ctransform;
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sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
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{
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@ -124,10 +129,10 @@ static void update_tilemap_system(Scene_t *scene)
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p_tilecoord->n_tiles = 0;
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// Compute new occupied tile positions and add
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE;
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unsigned int tile_x1 = ceilf(p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = ceilf(p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = ceilf(p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
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unsigned int tile_y2 = ceilf(p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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{
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@ -223,6 +228,16 @@ static void player_collision_system(Scene_t *scene)
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p_ctransform->position.x += overlap.x;
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p_ctransform->velocity.x = 0;
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}
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else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
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{
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p_ctransform->position.y += overlap.y;
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p_ctransform->velocity.y = 0;
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}
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else if (fabs(overlap.x) < fabs(overlap.y))
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{
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p_ctransform->position.x += overlap.x;
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p_ctransform->velocity.x = 0;
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}
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else
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{
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p_ctransform->position.y += overlap.y;
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@ -324,9 +339,9 @@ void init_level_scene(LevelScene_t *scene)
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &screen_bounce_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &player_collision_system);
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sc_array_add(&scene->scene.systems, &screen_bounce_system);
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// This avoid graphical glitch, not essential
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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@ -346,11 +361,10 @@ void init_level_scene(LevelScene_t *scene)
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all_tiles[i].solid = 0;
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sc_map_init_64(&all_tiles[i].entities_set, 8, 0);
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}
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all_tiles[98].solid = true; // for testing
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all_tiles[99].solid = true; // for testing
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all_tiles[100].solid = true; // for testing
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all_tiles[101].solid = true; // for testing
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all_tiles[102].solid = true; // for testing
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for (size_t i=0; i<31; ++i)
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{
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all_tiles[193+i].solid = true; // for testing
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}
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all_tiles[145].solid = true; // for testing
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all_tiles[178].solid = true; // for testing
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all_tiles[179].solid = true; // for testing
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