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2 Commits
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62de96609b
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62de96609b | |
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8dde1d5344 |
9
main.c
9
main.c
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@ -62,6 +62,11 @@ int main(void)
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// appear in the polling of raylib
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Scene_t* curr_scene = engine.scenes[engine.curr_scene];
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if (curr_scene->state == SCENE_ENDED && engine.curr_scene == 0)
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{
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break;
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}
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process_inputs(&engine, curr_scene);
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update_scene(curr_scene);
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@ -74,10 +79,6 @@ int main(void)
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sc_queue_clear(&key_buffer);
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}
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if (curr_scene->state == SCENE_ENDED && engine.curr_scene == 0)
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{
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break;
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}
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}
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free_sandbox_scene(&sandbox_scene);
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free_game_scene(&level_scene);
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@ -45,46 +45,40 @@ static bool check_collision_and_move(
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// If there is collision, use previous overlap to determine direction
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find_AABB_overlap(p_ct->prev_position, p_bbox->size, *other_pos, other_bbox, &prev_overlap);
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// Store collision event here
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// Check collision on x or y axis
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// Encode key and value, -ve is left and up, +ve is right and down
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Vector2 offset = {0, 0};
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if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
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{
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offset.x = overlap.x;
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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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offset.y = overlap.y;
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}
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else if (fabs(overlap.x) < fabs(overlap.y))
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{
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offset.x = overlap.x;
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}
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else
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{
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offset.y = overlap.y;
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}
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// Resolve collision via moving player by the overlap amount only if other is solid
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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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|| (
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other_solid == ONE_WAY && offset.y < 0
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&& (p_ct->prev_position.y + p_bbox->size.y - 1 < other_pos->y))
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)
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Vector2 offset = {0, 0};
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if (other_solid == SOLID)
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{
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//if (!check_collision_offset(ent, p_ct->position, p_bbox->size, tilemap, offset))
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if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
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{
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p_ct->position = Vector2Add(p_ct->position, offset);
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offset.x = overlap.x;
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}
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//else
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else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
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{
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//*other_pos = Vector2Subtract(*other_pos, offset);
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offset.y = overlap.y;
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}
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else if (fabs(overlap.x) < fabs(overlap.y))
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{
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offset.x = overlap.x;
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}
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else
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{
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offset.y = overlap.y;
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}
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}
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else if (other_solid == ONE_WAY)
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{
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// One way collision is a bit special
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if (
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p_ct->prev_position.y + p_bbox->size.y - 1 < other_pos->y
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&& p_ct->position.y + p_bbox->size.y - 1 >= other_pos->y
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)
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{
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offset.y = other_pos->y - (p_ct->position.y + p_bbox->size.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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}
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else if (overlap_mode == 2)
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{
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