Collision on Y axis seems to work

This commit is contained in:
2018-10-06 12:10:18 +02:00
parent 89295b9283
commit cd1befafa5
4 changed files with 75 additions and 22 deletions
+53 -7
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)));
}
}