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No commits in common. "62de96609b023c8fef2f744b2abd10960ff22b75" and "5cbacf8516afe8ee553022d716d2cdbd2dd3fb57" have entirely different histories.

2 changed files with 36 additions and 31 deletions

9
main.c
View File

@ -62,11 +62,6 @@ 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);
@ -79,6 +74,10 @@ 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

@ -45,11 +45,10 @@ 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);
// Resolve collision via moving player by the overlap amount only if other is solid // Store collision event here
// also check for empty to prevent creating new collision. Not fool-proof, but good enough // 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}; Vector2 offset = {0, 0};
if (other_solid == SOLID)
{
if (fabs(prev_overlap.y) > fabs(prev_overlap.x)) if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{ {
offset.x = overlap.x; offset.x = overlap.x;
@ -66,20 +65,27 @@ static bool check_collision_and_move(
{ {
offset.y = overlap.y; offset.y = overlap.y;
} }
}
else if (other_solid == ONE_WAY) // 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
// One way collision is a bit special //if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager))
if ( if ( other_solid == SOLID
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 other_solid == ONE_WAY && offset.y < 0
&& (p_ct->prev_position.y + p_bbox->size.y - 1 < other_pos->y))
) )
{ {
offset.y = other_pos->y - (p_ct->position.y + p_bbox->size.y); //if (!check_collision_offset(ent, p_ct->position, p_bbox->size, tilemap, offset))
} {
}
p_ct->position = Vector2Add(p_ct->position, offset); p_ct->position = Vector2Add(p_ct->position, offset);
} }
//else
{
//*other_pos = Vector2Subtract(*other_pos, offset);
}
}
}
else if (overlap_mode == 2) else if (overlap_mode == 2)
{ {
if ( other_solid != SOLID ) goto collision_end; if ( other_solid != SOLID ) goto collision_end;