Preparing for better collision
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@ -5,23 +5,42 @@ use engine::texture::Texture;
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use engine::renderer::Drawable;
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use engine::math::Matrix;
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/// This struct represents the different type of tiles that can exist in our maps.
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/// This struct represents the different sides from which a collision can occur.
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
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pub enum CollisionTile {
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/// A tile that contains nothing.
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Empty,
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pub struct CollisionTile {
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/// If the character comes from the top, it will collide if this bool is true.
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pub from_top: bool,
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/// If the character comes from the left, it will collide if this bool is true.
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pub from_left: bool,
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/// If the character comes from the right, it will collide if this bool is true.
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pub from_right: bool,
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/// If the character comes from the bottom, it will collide if this bool is true.
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pub from_bottom: bool,
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/// A solid tile.
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Solid
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}
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impl CollisionTile {
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/// Creates a tile from a u8.
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pub fn from_u8(id: u8) -> Option<CollisionTile> {
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match id {
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0 => Some(CollisionTile::Empty),
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1 => Some(CollisionTile::Solid),
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_ => None,
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/// Creates a collision tile that does not collide.
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pub fn empty() -> CollisionTile {
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CollisionTile {
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from_top: false,
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from_left: false,
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from_right: false,
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from_bottom: false,
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}
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}
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/// Creates a collision tile that collides from every side.
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pub fn full() -> CollisionTile {
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CollisionTile {
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from_top: true,
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from_left: true,
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from_right: true,
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from_bottom: true,
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}
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}
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}
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@ -121,10 +140,10 @@ impl GraphicTile {
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bottom: Option<CollisionTile>) -> GraphicTile {
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GraphicTile::from_neighbours(
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top.unwrap_or(CollisionTile::Solid),
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left.unwrap_or(CollisionTile::Solid),
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right.unwrap_or(CollisionTile::Solid),
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bottom.unwrap_or(CollisionTile::Solid),
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top.unwrap_or(CollisionTile::full()),
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left.unwrap_or(CollisionTile::full()),
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right.unwrap_or(CollisionTile::full()),
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bottom.unwrap_or(CollisionTile::full()),
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)
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}
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@ -142,19 +161,19 @@ impl GraphicTile {
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for (ref mut tile, ref mut possible) in &mut all {
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if tile.is_top() == (top == CollisionTile::Solid) {
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if tile.is_top() == (top == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_left() == (left == CollisionTile::Solid) {
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if tile.is_left() == (left == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_right() == (right == CollisionTile::Solid) {
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if tile.is_right() == (right == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_bottom() == (bottom == CollisionTile::Solid) {
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if tile.is_bottom() == (bottom == CollisionTile::full()) {
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*possible = false;
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}
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@ -230,17 +249,17 @@ impl Map {
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/// Creates a map full of nothing, with a ground at the bottom.
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pub fn new(rows: usize, cols: usize) -> Map {
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let mut tiles = Matrix::from_size(rows, cols, CollisionTile::Empty);
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let mut tiles = Matrix::from_size(rows, cols, CollisionTile::empty());
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let rows = tiles.rows();
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for i in 0 .. tiles.cols() {
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tiles[(rows - 1, i)] = CollisionTile::Solid;
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tiles[(rows - 1, i)] = CollisionTile::full();
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}
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tiles[(25, 12)] = CollisionTile::Solid;
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tiles[(25, 13)] = CollisionTile::Solid;
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tiles[(25, 14)] = CollisionTile::Solid;
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tiles[(25, 15)] = CollisionTile::Solid;
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tiles[(25, 12)] = CollisionTile::full();
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tiles[(25, 13)] = CollisionTile::full();
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tiles[(25, 14)] = CollisionTile::full();
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tiles[(25, 15)] = CollisionTile::full();
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Map::from_collision_tiles(tiles)
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@ -256,11 +275,16 @@ impl Map {
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.map(|x| x.parse::<usize>().unwrap())
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.collect::<Vec<_>>();
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let mut tiles = Matrix::from_size(size[0], size[1], CollisionTile::Empty);
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let mut tiles = Matrix::from_size(size[0], size[1], CollisionTile::empty());
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for (row, line) in split.iter().skip(1).enumerate() {
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for (col, tile) in line.split_whitespace().enumerate() {
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tiles[(row, col)] = CollisionTile::from_u8(tile.parse::<u8>().unwrap()).unwrap();
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let num = tile.parse::<u8>().unwrap();
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match num {
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0 => (),
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1 => tiles[(row, col)] = CollisionTile::full(),
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_ => panic!("Expecting 0 or 1 in level files"),
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}
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}
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}
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@ -273,13 +297,13 @@ impl Map {
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let cols = tiles.cols();
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let mut matrix = Matrix::from_size(rows, cols,
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(CollisionTile::Empty, GraphicTile::Hidden)
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(CollisionTile::empty(), GraphicTile::Hidden)
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);
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for i in 0 .. rows {
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for j in 0 .. cols {
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let graphic = if tiles[(i, j)] == CollisionTile::Solid {
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let graphic = if tiles[(i, j)] == CollisionTile::full() {
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// TODO This is uggly
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// If there is an overflow, we should give None instead
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@ -342,8 +366,10 @@ impl Map {
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let row = (y / 16.0) as usize + 2;
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let col = (x / 16.0) as usize + 1;
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if let Some((CollisionTile::Solid, _)) = self.tiles.get((row, col)) {
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return Some(y);
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if let Some((tile, _)) = self.tiles.get((row, col)) {
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if tile.from_top {
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return Some(y);
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}
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}
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}
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