Collision on Y axis seems to work

This commit is contained in:
Thomas Forgione 2018-10-06 12:10:18 +02:00
parent 89295b9283
commit cd1befafa5
4 changed files with 75 additions and 22 deletions

View File

@ -8,6 +8,7 @@ use sfml::window::Event;
use sfml::window::Key;
use sfml::graphics::{
IntRect,
FloatRect,
View,
};
@ -146,6 +147,10 @@ impl Character {
View::new(self.position, Vector2::new(24.0 * 16.0, 24.0 * 9.0))
}
/// Returns the collision bounding box of the character.
pub fn bbox(&self) -> FloatRect {
FloatRect::new(self.position.x, self.position.y, 32.0, 32.0)
}
}
impl Updatable for Character {
@ -229,8 +234,4 @@ impl Drawable for Character {
fn position(&self) -> Vector2<f32> {
self.position
}
fn origin(&self) -> Vector2<f32> {
Vector2::new(16.0, 16.0)
}
}

View File

@ -1,10 +1,22 @@
use sfml::system::Vector2;
use sfml::graphics::IntRect;
use sfml::graphics::{
IntRect,
FloatRect
};
use engine::texture::Texture;
use engine::renderer::Drawable;
use engine::math::Matrix;
/// This enum represents if the collision happens on the X axis or the Y axis.
pub enum CollisionAxis {
/// The X axis.
X,
/// The Y axis.
Y,
}
/// This struct represents the different sides from which a collision can occur.
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub struct CollisionTile {
@ -234,10 +246,6 @@ impl Drawable for PositionedTile {
fn position(&self) -> Vector2<f32> {
self.position.into()
}
fn origin(&self) -> Vector2<f32> {
Vector2::new(0.0, 0.0)
}
}
/// The map represents the tiles contained in a level.
@ -351,10 +359,48 @@ impl Map {
self.tiles.cols()
}
/// Checks whether the bounding box collides with an element of the map
pub fn collides_bbox(&self, old: FloatRect, new: FloatRect) -> Option<(CollisionAxis, Vector2<f32>)> {
// Top left corner
if let Some((axis, collision)) = self.collides_point(
Vector2::new(old.left, old.top),
Vector2::new(new.left, new.top),
) {
return Some((axis, collision));
}
// Top right corner
if let Some((axis, collision)) = self.collides_point(
Vector2::new(old.left + old.width, old.top),
Vector2::new(new.left + new.width, new.top),
) {
return Some((axis, collision - Vector2::new(new.width, 0.0)));
}
// Bottom left corner
if let Some((axis, collision)) = self.collides_point(
Vector2::new(old.left, old.top + old.height),
Vector2::new(new.left, new.top + new.height),
) {
return Some((axis, collision - Vector2::new(0.0, new.height)));
}
// Bottom right corner
if let Some((axis, collision)) = self.collides_point(
Vector2::new(old.left + old.width, old.top + old.height),
Vector2::new(new.left + new.width, new.top + new.height),
) {
return Some((axis, collision - Vector2::new(new.width, new.height)));
}
None
}
/// 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> {
pub fn collides_point(&self, old: Vector2<f32>, new: Vector2<f32>)
-> Option<(CollisionAxis, Vector2<f32>)> {
let height = new.y - old.y;
let mut y = (old.y / 16.0).ceil() * 16.0;
@ -372,7 +418,7 @@ impl Map {
if let Some((tile, _)) = self.tiles.get((row, col)) {
if tile.from_top {
return Some(y);
return Some((CollisionAxis::Y, Vector2::new(x, y)));
}
}

View File

@ -32,9 +32,6 @@ pub trait Drawable {
/// Returns the position on which the drawable should be drawn.
fn position(&self) -> Vector2<f32>;
/// Returns the origin of the sprite.
fn origin(&self) -> Vector2<f32>;
}
/// The game window.
@ -92,7 +89,6 @@ impl Renderer {
use sfml::graphics::Transformable;
sprite.set_position(drawable.position());
sprite.set_origin(drawable.origin());
self.window.draw(&sprite);
}

View File

@ -4,7 +4,10 @@ use sfml::window::Event;
use sfml::graphics::View;
use engine::character::Character;
use engine::map::Map;
use engine::map::{
Map,
CollisionAxis
};
/// Contains everything needed to play.
pub struct Scene {
@ -75,14 +78,21 @@ impl Scene {
pub fn update(&mut self, duration: &Duration) {
for c in &mut self.characters {
let old = c.position;
let old = c.bbox();
c.update(duration);
if let Some(height) = self.map.collides(old, c.position) {
c.position.y = height;
c.speed.y = 0.0;
c.ground_collision();
if let Some((axis, position)) = self.map.collides_bbox(old, c.bbox()) {
match axis {
CollisionAxis::X => {
c.speed.x = 0.0;
c.position.x = position.x;
},
CollisionAxis::Y => {
c.speed.y = 0.0;
c.position.y = position.y;
c.ground_collision();
},
}
} else {
c.fall_off();
}