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 testing
scene_man
En Yi 2022-12-17 10:58:37 +08:00
parent 15a5f7c180
commit df0e0b39c8
1 changed files with 26 additions and 12 deletions

View File

@ -58,6 +58,8 @@ static void level_scene_render_func(Scene_t* scene)
} }
} }
static const Vector2 GRAVITY = {0, 700};
static void movement_update_system(Scene_t* scene) static void movement_update_system(Scene_t* scene)
{ {
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -69,13 +71,16 @@ static void movement_update_system(Scene_t* scene)
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{ {
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 600); p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 1000);
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
} }
data->player_dir.x = 0; data->player_dir.x = 0;
data->player_dir.y = 0; data->player_dir.y = 0;
// Update movement // Update movement
float delta_time = GetFrameTime(); float delta_time = 0.017;
CTransform_t * p_ctransform; CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform) sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
{ {
@ -124,10 +129,10 @@ static void update_tilemap_system(Scene_t *scene)
p_tilecoord->n_tiles = 0; p_tilecoord->n_tiles = 0;
// Compute new occupied tile positions and add // Compute new occupied tile positions and add
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE; unsigned int tile_x1 = ceilf(p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE; unsigned int tile_y1 = ceilf(p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE; unsigned int tile_x2 = ceilf(p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE; unsigned int tile_y2 = ceilf(p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++) for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{ {
@ -223,6 +228,16 @@ static void player_collision_system(Scene_t *scene)
p_ctransform->position.x += overlap.x; p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0; p_ctransform->velocity.x = 0;
} }
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
}
else else
{ {
p_ctransform->position.y += overlap.y; p_ctransform->position.y += overlap.y;
@ -324,9 +339,9 @@ void init_level_scene(LevelScene_t *scene)
// insert level scene systems // insert level scene systems
sc_array_add(&scene->scene.systems, &movement_update_system); sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &screen_bounce_system);
sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &player_collision_system); sc_array_add(&scene->scene.systems, &player_collision_system);
sc_array_add(&scene->scene.systems, &screen_bounce_system);
// This avoid graphical glitch, not essential // This avoid graphical glitch, not essential
//sc_array_add(&scene->scene.systems, &update_tilemap_system); //sc_array_add(&scene->scene.systems, &update_tilemap_system);
@ -346,11 +361,10 @@ void init_level_scene(LevelScene_t *scene)
all_tiles[i].solid = 0; all_tiles[i].solid = 0;
sc_map_init_64(&all_tiles[i].entities_set, 8, 0); sc_map_init_64(&all_tiles[i].entities_set, 8, 0);
} }
all_tiles[98].solid = true; // for testing for (size_t i=0; i<31; ++i)
all_tiles[99].solid = true; // for testing {
all_tiles[100].solid = true; // for testing all_tiles[193+i].solid = true; // for testing
all_tiles[101].solid = true; // for testing }
all_tiles[102].solid = true; // for testing
all_tiles[145].solid = true; // for testing all_tiles[145].solid = true; // for testing
all_tiles[178].solid = true; // for testing all_tiles[178].solid = true; // for testing
all_tiles[179].solid = true; // for testing all_tiles[179].solid = true; // for testing