#include "collisions.h" #include "AABB.h" void remove_entity_from_tilemap(EntityManager_t *p_manager, TileGrid_t* tilemap, Entity_t* p_ent) { CTileCoord_t* p_tilecoord = get_component(p_ent, CTILECOORD_COMP_T); if (p_tilecoord != NULL) { for (size_t i = 0;i < p_tilecoord->n_tiles; ++i) { // Use previously store tile position // Clear from those positions unsigned int tile_idx = p_tilecoord->tiles[i]; sc_map_del_64v(&(tilemap->tiles[tile_idx].entities_set), p_ent->m_id); } } remove_entity(p_manager, p_ent->m_id); } uint8_t check_collision(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway) { unsigned int tile_x1 = (ent->area.tile_x1 < 0) ? 0 : ent->area.tile_x1; unsigned int tile_x2 = (ent->area.tile_x2 >= grid->width) ? grid->width - 1 : ent->area.tile_x2; unsigned int tile_y1 = (ent->area.tile_y1 < 0) ? 0 : ent->area.tile_y1; unsigned int tile_y2 = (ent->area.tile_y2 >= grid->height) ? grid->height - 1 : ent->area.tile_y2; for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++) { for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++) { if (tile_x >= grid->width) return 0; unsigned int tile_idx = tile_y*grid->width + tile_x; Vector2 overlap; if (grid->tiles[tile_idx].solid == SOLID) { if (find_AABB_overlap( (Vector2){ent->bbox.x, ent->bbox.y}, (Vector2){ent->bbox.width, ent->bbox.height}, (Vector2){tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x, tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y}, grid->tiles[tile_idx].size, &overlap )) { return 1; } } if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY) { find_AABB_overlap( (Vector2){ent->bbox.x, ent->bbox.y}, (Vector2){ent->bbox.width, ent->bbox.height}, (Vector2){tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x, tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y}, grid->tiles[tile_idx].size, &overlap ); //For one-way platform, check for vectical collision, only return true for up direction if (overlap.y != 0 && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * grid->tile_size) return 1; } Entity_t* p_other_ent; sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent) { if (ent->p_ent->m_id == p_other_ent->m_id) continue; if (!ent->p_ent->m_alive) continue; CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T); if (p_bbox == NULL) continue; //if (p_bbox->solid && !p_bbox->fragile) if (p_bbox->solid) { if ( find_AABB_overlap( (Vector2){ent->bbox.x, ent->bbox.y}, (Vector2){ent->bbox.width, ent->bbox.height}, p_other_ent->position, p_bbox->size, &overlap ) ) { return (p_bbox->fragile) ? 2 : 1; } } } } } return 0; } uint8_t check_collision_line(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway) { unsigned int tile_x1 = (ent->area.tile_x1 < 0) ? 0 : ent->area.tile_x1; unsigned int tile_x2 = (ent->area.tile_x2 >= grid->width) ? grid->width - 1 : ent->area.tile_x2; unsigned int tile_y1 = (ent->area.tile_y1 < 0) ? 0 : ent->area.tile_y1; unsigned int tile_y2 = (ent->area.tile_y2 >= grid->height) ? grid->height - 1 : ent->area.tile_y2; Vector2 p1 = {ent->bbox.x, ent->bbox.y}; Vector2 p2 = {ent->bbox.x + ent->bbox.width, ent->bbox.y + ent->bbox.height}; for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++) { if (tile_y >= grid->height) return 0; for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++) { if (tile_x >= grid->width) return 0; unsigned int tile_idx = tile_y*grid->width + tile_x; if (grid->tiles[tile_idx].solid == SOLID) { Rectangle tile_rec = { .x = tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x, .y = tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y, .width = grid->tiles[tile_idx].size.x, .height = grid->tiles[tile_idx].size.y }; if ( line_in_AABB(p1, p2, tile_rec) ) return 1; } if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY) { Rectangle tile_rec = { .x = tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x, .y = tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y, .width = grid->tiles[tile_idx].size.x, .height = grid->tiles[tile_idx].size.y }; bool collide = line_in_AABB(p1, p2, tile_rec); //For one-way platform, check for vectical collision, only return true for up direction if (collide && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * grid->tile_size) return 1; } Entity_t* p_other_ent; sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent) { if (ent->p_ent->m_id == p_other_ent->m_id) continue; if (!ent->p_ent->m_alive) continue; CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T); if (p_bbox == NULL) continue; if (p_bbox->solid) { Rectangle box = { .x = p_other_ent->position.x, .y = p_other_ent->position.y, .width = p_bbox->size.x, .height = p_bbox->size.y, }; if ( line_in_AABB(p1, p2, box) ) { return (p_bbox->fragile) ? 2 : 1; } } } } } return 0; } // TODO: This should be a point collision check, not an AABB check uint8_t check_collision_at(Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid) { CollideEntity_t ent = { .p_ent = p_ent, .bbox = (Rectangle){pos.x, pos.y, bbox_sz.x, bbox_sz.y}, .prev_bbox = (Rectangle){p_ent->position.x, p_ent->position.y, bbox_sz.x, bbox_sz.y}, .area = (TileArea_t){ .tile_x1 = (pos.x) / grid->tile_size, .tile_y1 = (pos.y) / grid->tile_size, .tile_x2 = (pos.x + bbox_sz.x - 1) / grid->tile_size, .tile_y2 = (pos.y + bbox_sz.y - 1) / grid->tile_size } }; return check_collision(&ent, grid, true); } bool check_on_ground(Entity_t* p_ent, Vector2 prev_pos, Vector2 bbox_sz, TileGrid_t* grid) { Vector2 new_pos = Vector2Add(p_ent->position, (Vector2){0, 1}); CollideEntity_t ent = { .p_ent = p_ent, .bbox = (Rectangle){new_pos.x, new_pos.y + bbox_sz.y, bbox_sz.x, 1}, .prev_bbox = (Rectangle){prev_pos.x, prev_pos.y, bbox_sz.x, bbox_sz.y}, .area = (TileArea_t){ .tile_x1 = (new_pos.x) / grid->tile_size, .tile_y1 = (new_pos.y + bbox_sz.y) / grid->tile_size, .tile_x2 = (new_pos.x + bbox_sz.x) / grid->tile_size, .tile_y2 = (new_pos.y + bbox_sz.y) / grid->tile_size } }; return check_collision_line(&ent, grid, true) == 1; } uint8_t check_bbox_edges( TileGrid_t* tilemap, Entity_t* p_ent, Vector2 bbox, bool ignore_fragile ) { uint8_t detected = 0; Vector2 pos = p_ent->position; // Too lazy to adjust the tile area to check, so just make a big one CollideEntity_t ent = { .p_ent = p_ent, .bbox = (Rectangle){pos.x - 1, pos.y, 1, bbox.y}, .prev_bbox = (Rectangle){pos.x, pos.y, bbox.x, bbox.y}, .area = (TileArea_t){ .tile_x1 = (pos.x - 1) / tilemap->tile_size, .tile_y1 = (pos.y - 1) / tilemap->tile_size, .tile_x2 = (pos.x + bbox.x) / tilemap->tile_size, .tile_y2 = (pos.y + bbox.y) / tilemap->tile_size, } }; // Left uint8_t collide_type = check_collision_line(&ent, tilemap, false); if (collide_type == 1 || (collide_type == 2 && !ignore_fragile)) { detected |= 1 << 3; } //Right ent.bbox.x = pos.x + bbox.x + 1; // 2 to account for the previous subtraction collide_type = check_collision_line(&ent, tilemap, false); if (collide_type == 1 || (collide_type == 2 && !ignore_fragile)) { detected |= 1 << 2; } // Up ent.bbox.x = pos.x; ent.bbox.y = pos.y - 1; ent.bbox.width = bbox.x; ent.bbox.height = 1; collide_type = check_collision_line(&ent, tilemap, false); if (collide_type == 1 || (collide_type == 2 && !ignore_fragile)) { detected |= 1 << 1; } // Down ent.bbox.y = pos.y + bbox.y + 1; collide_type = check_collision_line(&ent, tilemap, true); if (collide_type == 1 || (collide_type == 2 && !ignore_fragile)) { detected |= 1; } return detected; }