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2 Commits

Author SHA1 Message Date
En Yi 62de96609b Fix (hopefully) one way collision 2023-08-20 16:40:51 +08:00
En Yi 8dde1d5344 Fix quitting from game scene quits the game 2023-08-20 16:40:19 +08:00
2 changed files with 31 additions and 36 deletions

9
main.c
View File

@ -62,6 +62,11 @@ int main(void)
// appear in the polling of raylib // appear in the polling of raylib
Scene_t* curr_scene = engine.scenes[engine.curr_scene]; Scene_t* curr_scene = engine.scenes[engine.curr_scene];
if (curr_scene->state == SCENE_ENDED && engine.curr_scene == 0)
{
break;
}
process_inputs(&engine, curr_scene); process_inputs(&engine, curr_scene);
update_scene(curr_scene); update_scene(curr_scene);
@ -74,10 +79,6 @@ int main(void)
sc_queue_clear(&key_buffer); sc_queue_clear(&key_buffer);
} }
if (curr_scene->state == SCENE_ENDED && engine.curr_scene == 0)
{
break;
}
} }
free_sandbox_scene(&sandbox_scene); free_sandbox_scene(&sandbox_scene);
free_game_scene(&level_scene); free_game_scene(&level_scene);

View File

@ -45,46 +45,40 @@ static bool check_collision_and_move(
// If there is collision, use previous overlap to determine direction // If there is collision, use previous overlap to determine direction
find_AABB_overlap(p_ct->prev_position, p_bbox->size, *other_pos, other_bbox, &prev_overlap); find_AABB_overlap(p_ct->prev_position, p_bbox->size, *other_pos, other_bbox, &prev_overlap);
// Store collision event here
// Check collision on x or y axis
// Encode key and value, -ve is left and up, +ve is right and down
Vector2 offset = {0, 0};
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{
offset.x = overlap.x;
}
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
offset.y = overlap.y;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
offset.x = overlap.x;
}
else
{
offset.y = overlap.y;
}
// Resolve collision via moving player by the overlap amount only if other is solid // Resolve collision via moving player by the overlap amount only if other is solid
// also check for empty to prevent creating new collision. Not fool-proof, but good enough // also check for empty to prevent creating new collision. Not fool-proof, but good enough
//if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager)) Vector2 offset = {0, 0};
if ( other_solid == SOLID if (other_solid == SOLID)
|| (
other_solid == ONE_WAY && offset.y < 0
&& (p_ct->prev_position.y + p_bbox->size.y - 1 < other_pos->y))
)
{ {
//if (!check_collision_offset(ent, p_ct->position, p_bbox->size, tilemap, offset)) if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{ {
p_ct->position = Vector2Add(p_ct->position, offset); offset.x = overlap.x;
} }
//else else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{ {
offset.y = overlap.y;
//*other_pos = Vector2Subtract(*other_pos, offset); }
else if (fabs(overlap.x) < fabs(overlap.y))
{
offset.x = overlap.x;
}
else
{
offset.y = overlap.y;
} }
} }
else if (other_solid == ONE_WAY)
{
// One way collision is a bit special
if (
p_ct->prev_position.y + p_bbox->size.y - 1 < other_pos->y
&& p_ct->position.y + p_bbox->size.y - 1 >= other_pos->y
)
{
offset.y = other_pos->y - (p_ct->position.y + p_bbox->size.y);
}
}
p_ct->position = Vector2Add(p_ct->position, offset);
} }
else if (overlap_mode == 2) else if (overlap_mode == 2)
{ {