Start to do collisions

This commit is contained in:
Thomas Forgione 2018-10-03 21:47:48 +02:00
parent 3e8ae2d496
commit 6b098f6cde
8 changed files with 166 additions and 3 deletions

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128
src/engine/map/mod.rs Normal file
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@ -0,0 +1,128 @@
use sfml::system::Vector2;
use sfml::graphics::IntRect;
use engine::texture::Texture;
use engine::renderer::Drawable;
use engine::math::Matrix;
/// This struct represents the different type of tiles that can exist in our maps.
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Tile {
/// A tile that contains nothing.
Empty,
/// A solid tile.
Solid
}
impl Tile {
/// Returns the offset to the tile in the texture.
pub fn offset(&self) -> (i32, i32) {
match *self {
Tile::Empty => (0, 0),
Tile::Solid => (16, 0),
}
}
}
/// A tile and its position.
pub struct PositionedTile {
/// The tile of the positioned tile.
pub tile: Tile,
/// The position of the positioned tile.
pub position: (f32, f32),
}
impl Drawable for PositionedTile {
fn texture(&self) -> Texture {
Texture::Overworld
}
fn texture_rect(&self) -> IntRect {
let offset = self.tile.offset();
IntRect::new(offset.0, offset.1, 16, 16)
}
fn position(&self) -> Vector2<f32> {
self.position.into()
}
}
/// The map represents the tiles contained in a level.
pub struct Map {
/// The tiles contained in the level.
tiles: Matrix<Tile>,
}
impl Map {
/// Creates a map full of nothing, with a ground at the bottom.
pub fn new(rows: usize, cols: usize) -> Map {
let mut tiles = Matrix::from_size(rows, cols, Tile::Empty);
let rows = tiles.rows();
for i in 0 .. tiles.cols() {
tiles[(rows - 1, i)] = Tile::Solid;
}
tiles[(25, 12)] = Tile::Solid;
tiles[(25, 13)] = Tile::Solid;
tiles[(25, 14)] = Tile::Solid;
tiles[(25, 15)] = Tile::Solid;
Map {
tiles: tiles,
}
}
/// Returns an iterator to the positioned tiles.
pub fn at(&self, row: usize, col: usize) -> PositionedTile {
PositionedTile {
tile: self.tiles[(row, col)],
position: (col as f32 * 16.0, row as f32 * 16.0),
}
}
/// Returns the number of rows of the map.
pub fn rows(&self) -> usize {
self.tiles.rows()
}
/// Returns the number of columns of the map.
pub fn cols(&self) -> usize {
self.tiles.cols()
}
/// Checks whether the vector (old, new) collides with an element of the map.
///
/// Returns the height of the collision if any.
pub fn collides(&self, old: Vector2<f32>, new: Vector2<f32>) -> Option<f32> {
let height = new.y - old.y;
let mut y = (old.y / 16.0).ceil() * 16.0;
while y < new.y {
let current_height = y - old.y;
let x = old.x + (new.x - old.x) * current_height / height;
// Find tile on x, y
let row = (y / 16.0) as usize + 2;
let col = (x / 16.0) as usize + 1;
if let Some(Tile::Solid) = self.tiles.get((row, col)) {
return Some(y);
}
y += 16.0;
}
None
}
}

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@ -45,7 +45,7 @@ impl<T> Matrix<T> where T: Clone {
impl<T> Matrix<T> {
/// Converts an a pair corresponding to the row and columns into an integer.
pub fn to_usize(&self, (row, col): (usize, usize)) -> usize {
self.cols * col + row
self.rows * col + row
}
/// Returns the number of rows.
@ -57,6 +57,15 @@ impl<T> Matrix<T> {
pub fn cols(&self) -> usize {
self.cols
}
/// Returns the tile if any, none otherwise.
pub fn get(&self, (row, col): (usize, usize)) -> Option<&T> {
if row < self.rows && col < self.cols {
Some(&self[(row, col)])
} else {
None
}
}
}
impl<T> Index<(usize, usize)> for Matrix<T> {

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@ -19,3 +19,6 @@ pub mod renderer;
/// This module contains everything related to physics.
pub mod physics;
/// This module contains the map structure.
pub mod map;

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@ -93,6 +93,16 @@ impl Renderer {
/// Draws a scene on the window.
pub fn draw_scene(&mut self, scene: &Scene) {
let map = scene.map();
let rows = map.rows();
let cols = map.cols();
for i in 0 .. rows {
for j in 0 .. cols {
self.draw(&map.at(i, j));
}
}
for c in scene.characters() {
self.draw(c);
}

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@ -3,6 +3,7 @@ use std::time::Duration;
use sfml::window::Event;
use engine::character::Character;
use engine::map::Map;
/// Contains everything needed to play.
pub struct Scene {
@ -10,6 +11,9 @@ pub struct Scene {
/// The characters contained in the scene.
characters: Vec<Character>,
/// The map of the scene.
map: Map,
}
impl Scene {
@ -18,6 +22,7 @@ impl Scene {
pub fn new() -> Scene {
Scene {
characters: vec![],
map: Map::new(30, 30),
}
}
@ -30,10 +35,12 @@ impl Scene {
pub fn update(&mut self, duration: &Duration) {
for c in &mut self.characters {
let old = c.position;
c.update(duration);
if c.position.y > 500.0 {
c.position.y = 500.0;
if let Some(height) = self.map.collides(old, c.position) {
c.position.y = height;
c.speed.y = 0.0;
c.ground_collision();
}
@ -52,6 +59,11 @@ impl Scene {
&self.characters
}
/// Returns a reference to the map.
pub fn map(&self) -> &Map {
&self.map
}
}
/// Trait that needs to be implemented for everything that can be updatable.

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@ -58,6 +58,7 @@ macro_rules! make_textures {
make_textures!(
Mario, mario, make_mario_texture, "../../../assets/textures/mario.png",
Overworld, overworld, make_overworld_texture, "../../../assets/textures/overworld.png",
);
impl TextureManager {