Collision on Y axis seems to work
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89295b9283
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cd1befafa5
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@ -8,6 +8,7 @@ use sfml::window::Event;
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use sfml::window::Key;
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use sfml::graphics::{
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IntRect,
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FloatRect,
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View,
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};
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@ -146,6 +147,10 @@ impl Character {
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View::new(self.position, Vector2::new(24.0 * 16.0, 24.0 * 9.0))
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}
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/// Returns the collision bounding box of the character.
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pub fn bbox(&self) -> FloatRect {
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FloatRect::new(self.position.x, self.position.y, 32.0, 32.0)
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}
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}
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impl Updatable for Character {
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@ -229,8 +234,4 @@ impl Drawable for Character {
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fn position(&self) -> Vector2<f32> {
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self.position
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}
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fn origin(&self) -> Vector2<f32> {
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Vector2::new(16.0, 16.0)
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}
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}
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@ -1,10 +1,22 @@
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use sfml::system::Vector2;
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use sfml::graphics::IntRect;
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use sfml::graphics::{
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IntRect,
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FloatRect
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};
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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 enum represents if the collision happens on the X axis or the Y axis.
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pub enum CollisionAxis {
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/// The X axis.
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X,
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/// The Y axis.
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Y,
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}
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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 struct CollisionTile {
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@ -234,10 +246,6 @@ impl Drawable for PositionedTile {
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fn position(&self) -> Vector2<f32> {
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self.position.into()
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}
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fn origin(&self) -> Vector2<f32> {
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Vector2::new(0.0, 0.0)
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}
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}
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/// The map represents the tiles contained in a level.
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@ -351,10 +359,48 @@ impl Map {
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self.tiles.cols()
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}
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/// Checks whether the bounding box collides with an element of the map
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pub fn collides_bbox(&self, old: FloatRect, new: FloatRect) -> Option<(CollisionAxis, Vector2<f32>)> {
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// Top left corner
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if let Some((axis, collision)) = self.collides_point(
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Vector2::new(old.left, old.top),
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Vector2::new(new.left, new.top),
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) {
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return Some((axis, collision));
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}
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// Top right corner
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if let Some((axis, collision)) = self.collides_point(
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Vector2::new(old.left + old.width, old.top),
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Vector2::new(new.left + new.width, new.top),
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) {
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return Some((axis, collision - Vector2::new(new.width, 0.0)));
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}
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// Bottom left corner
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if let Some((axis, collision)) = self.collides_point(
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Vector2::new(old.left, old.top + old.height),
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Vector2::new(new.left, new.top + new.height),
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) {
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return Some((axis, collision - Vector2::new(0.0, new.height)));
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}
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// Bottom right corner
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if let Some((axis, collision)) = self.collides_point(
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Vector2::new(old.left + old.width, old.top + old.height),
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Vector2::new(new.left + new.width, new.top + new.height),
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) {
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return Some((axis, collision - Vector2::new(new.width, new.height)));
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}
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None
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}
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/// Checks whether the vector (old, new) collides with an element of the map.
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///
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/// Returns the height of the collision if any.
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pub fn collides(&self, old: Vector2<f32>, new: Vector2<f32>) -> Option<f32> {
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pub fn collides_point(&self, old: Vector2<f32>, new: Vector2<f32>)
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-> Option<(CollisionAxis, Vector2<f32>)> {
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let height = new.y - old.y;
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let mut y = (old.y / 16.0).ceil() * 16.0;
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@ -372,7 +418,7 @@ impl Map {
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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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return Some((CollisionAxis::Y, Vector2::new(x, y)));
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}
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}
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@ -32,9 +32,6 @@ pub trait Drawable {
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/// Returns the position on which the drawable should be drawn.
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fn position(&self) -> Vector2<f32>;
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/// Returns the origin of the sprite.
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fn origin(&self) -> Vector2<f32>;
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}
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/// The game window.
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@ -92,7 +89,6 @@ impl Renderer {
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use sfml::graphics::Transformable;
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sprite.set_position(drawable.position());
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sprite.set_origin(drawable.origin());
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self.window.draw(&sprite);
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}
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@ -4,7 +4,10 @@ use sfml::window::Event;
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use sfml::graphics::View;
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use engine::character::Character;
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use engine::map::Map;
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use engine::map::{
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Map,
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CollisionAxis
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};
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/// Contains everything needed to play.
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pub struct Scene {
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@ -75,14 +78,21 @@ impl Scene {
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pub fn update(&mut self, duration: &Duration) {
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for c in &mut self.characters {
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let old = c.position;
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let old = c.bbox();
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c.update(duration);
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if let Some(height) = self.map.collides(old, c.position) {
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c.position.y = height;
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c.speed.y = 0.0;
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c.ground_collision();
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if let Some((axis, position)) = self.map.collides_bbox(old, c.bbox()) {
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match axis {
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CollisionAxis::X => {
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c.speed.x = 0.0;
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c.position.x = position.x;
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},
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CollisionAxis::Y => {
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c.speed.y = 0.0;
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c.position.y = position.y;
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c.ground_collision();
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},
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}
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} else {
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c.fall_off();
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}
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