Preparing for better collision

This commit is contained in:
Thomas Forgione 2018-10-06 10:16:38 +02:00
parent 88f6f52eb4
commit a4b5a735ae
1 changed files with 58 additions and 32 deletions

View File

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