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b5790ef00b
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b5790ef00b | |
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491f0bcbef | |
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7a670f85fc | |
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e79fb249d2 |
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@ -369,17 +369,23 @@ static void toggle_block_system(Scene_t* scene)
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}
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if (tilemap.tiles[tile_idx].tile_type == SPIKES)
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{
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if (tile_idx - tilemap.width >= 0 && tilemap.tiles[tile_idx-tilemap.width].tile_type == SOLID_TILE)
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// Priority: Down, Up, Left, Right
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if (tile_idx + tilemap.width < MAX_N_TILES && tilemap.tiles[tile_idx + tilemap.width].tile_type == SOLID_TILE)
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{
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tilemap.tiles[tile_idx].offset = (Vector2){0,16};
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tilemap.tiles[tile_idx].size = (Vector2){32,16};
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}
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else if (tile_idx - tilemap.width >= 0 && tilemap.tiles[tile_idx - tilemap.width].tile_type == SOLID_TILE)
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{
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tilemap.tiles[tile_idx].offset = (Vector2){0,0};
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tilemap.tiles[tile_idx].size = (Vector2){32,16};
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}
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else if (tile_idx % tilemap.width != 0 && tile_idx > 0 && tilemap.tiles[tile_idx-1].tile_type == SOLID_TILE)
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else if (tile_idx % tilemap.width != 0 && tilemap.tiles[tile_idx - 1].tile_type == SOLID_TILE)
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{
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tilemap.tiles[tile_idx].offset = (Vector2){0,0};
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tilemap.tiles[tile_idx].size = (Vector2){16,32};
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}
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else if (tile_idx % tilemap.width + 1 != 0 && tile_idx < MAX_N_TILES - 1 && tilemap.tiles[tile_idx+1].tile_type == SOLID_TILE)
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else if ((tile_idx + 1) % tilemap.width != 0 && tilemap.tiles[tile_idx + 1].tile_type == SOLID_TILE)
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{
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tilemap.tiles[tile_idx].offset = (Vector2){16,0};
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tilemap.tiles[tile_idx].size = (Vector2){16,32};
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@ -326,6 +326,7 @@ static uint8_t check_bbox_edges(
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{
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uint8_t detected = 0;
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// Too lazy to adjust the tile area to check, so just make a big one
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CollideEntity_t ent =
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{
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.p_ent = p_ent,
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@ -340,7 +341,6 @@ static uint8_t check_bbox_edges(
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};
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// TODO: Handle one-way platform
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// Left
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uint8_t collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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@ -350,8 +350,6 @@ static uint8_t check_bbox_edges(
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//Right
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ent.bbox.x = pos.x + bbox.x + 1; // 2 to account for the previous subtraction
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//ent.area.tile_x1 = (pos.x + bbox.x) / TILE_SIZE;
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//ent.area.tile_x2 = ent.area.tile_x1;
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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@ -363,10 +361,6 @@ static uint8_t check_bbox_edges(
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ent.bbox.y = pos.y - 1;
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ent.bbox.width = bbox.x;
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ent.bbox.height = 1;
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//ent.area.tile_x1 = (pos.x) / TILE_SIZE,
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//ent.area.tile_x2 = (pos.x + bbox.x - 1) / TILE_SIZE,
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//ent.area.tile_y1 = (pos.y - 1) / TILE_SIZE,
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//ent.area.tile_y2 = ent.area.tile_y1;
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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@ -375,9 +369,7 @@ static uint8_t check_bbox_edges(
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// Down
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ent.bbox.y = pos.y + bbox.y + 1;
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//ent.area.tile_y1 = (pos.y + bbox.y) / TILE_SIZE,
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//ent.area.tile_y2 = ent.area.tile_y1;
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collide_type = check_collision_line(&ent, tilemap, false);
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collide_type = check_collision_line(&ent, tilemap, true);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1;
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@ -724,10 +716,83 @@ void player_crushing_system(Scene_t* scene)
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p_ctransform->position, p_ctransform->prev_position, p_bbox->size, true
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);
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if ((edges & 0b1100) == 0b1100 || (edges & 0b0011) == 0b0011)
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// There is a second check for to ensure that there is an solid entity/tile overlapping the player bbox
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// This is to prevent crushing by perfectly fitting in a gap (imagine a size 32 player in between two tiles)
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// or any scenario where the edge check is just fringing, not overlapping
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if ((edges & 0b0011) == 0b0011)
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{
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p_player->m_alive = false;
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return;
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uint8_t collide = 0;
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CollideEntity_t ent =
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{
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.p_ent = p_player,
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.bbox = (Rectangle){p_ctransform->position.x, p_ctransform->position.y, p_bbox->size.x, 1},
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.prev_bbox = (Rectangle){p_ctransform->position.x, p_ctransform->position.y, p_bbox->size.x, p_bbox->size.y},
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.area = (TileArea_t){
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.tile_x1 = (p_ctransform->position.x) / TILE_SIZE,
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.tile_y1 = (p_ctransform->position.y) / TILE_SIZE,
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.tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE,
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.tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE,
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}
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};
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uint8_t collide_type = check_collision_line(&ent, &data->tilemap, false);
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if (collide_type == 1)
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{
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collide |= 1 << 1;
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}
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ent.bbox.y = p_ctransform->position.y + p_bbox->size.y;
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collide_type = check_collision_line(&ent, &data->tilemap, true);
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if (collide_type == 1)
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{
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collide |= 1;
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}
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if (collide != 0)
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{
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p_player->m_alive = false;
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return;
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}
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}
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if ((edges & 0b1100) == 0b1100)
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{
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uint8_t collide = 0;
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CollideEntity_t ent =
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{
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.p_ent = p_player,
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.bbox = (Rectangle){p_ctransform->position.x, p_ctransform->position.y, 1, p_bbox->size.y},
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.prev_bbox = (Rectangle){p_ctransform->position.x, p_ctransform->position.y, p_bbox->size.x, p_bbox->size.y},
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.area = (TileArea_t){
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.tile_x1 = (p_ctransform->position.x) / TILE_SIZE,
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.tile_y1 = (p_ctransform->position.y) / TILE_SIZE,
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.tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE,
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.tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE,
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}
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};
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// Left
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uint8_t collide_type = check_collision_line(&ent, &data->tilemap, false);
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if (collide_type == 1)
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{
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collide |= 1 << 1;
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}
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//Right
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ent.bbox.x = p_ctransform->position.x + p_bbox->size.x; // 2 to account for the previous subtraction
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collide_type = check_collision_line(&ent, &data->tilemap, false);
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if (collide_type == 1)
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{
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collide |= 1;
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}
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if (collide != 0)
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{
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p_player->m_alive = false;
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return;
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}
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}
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}
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}
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@ -802,8 +867,8 @@ void tile_collision_system(Scene_t* scene)
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// exclude self
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// This has an extra pixel when gathering potential collision, just to avoid missing any
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// This is only done here, collision methods do not have this
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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_x1 = (p_ctransform->position.x - 1) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y - 1) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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