Almost! Just need to fix the collision handling.

This commit is contained in:
2015-11-16 18:04:31 +01:00
parent 2828a8ea04
commit 250d323a1c
2 changed files with 54 additions and 83 deletions

View File

@@ -184,13 +184,13 @@ fn main() {
let mut current : u64;
let mut elapsed : u64;
let mut previous : u64 = time::precise_time_ns();
let mut previous : u64 = time::precise_time_ns() / 1_000_000;
let mut lag : u64 = 0;
let mut event_pump = sdl_context.event_pump().unwrap();
'main : loop {
current = time::precise_time_ns();
current = time::precise_time_ns() / 1_000_000;
elapsed = current - previous;
previous = current;
lag += elapsed;
@@ -261,26 +261,29 @@ fn main() {
player.on_ground = false;
if let Some(intersect) = layer.find_intersecting(&player.to_rect()) {
if player.dx > 0.0 {
let p = player.x + player.w as f32;
let mut d = player.dx;
let px = player.x + player.w as f32;
let mut dx = player.dx;
for y in intersect.y()..intersect.y() + intersect.height() as i32 + 1 {
let mut x = intersect.x();
let py = player.y + player.h as f32;
let mut dy = player.dy;
if let Some((a, b)) = layer.find_intersecting(&player.to_rect()) {
if player.dx > 0.0 {
for y in a.y()..b.y() + 1 {
let mut x = a.x();
loop {
let t = (x * TILE_WIDTH as i32) as f32 - p;
let t = (x * TILE_WIDTH as i32) as f32 - px;
if t > d {
if t > dx {
break;
}
if let Some(tile) = layer.get_tile(x, y) {
d = match *tile {
Tile::Floor(_) => d.min(t),
Tile::Static(_, solid) => if solid { d.min(t) } else { d },
_ => d
dx = match *tile {
Tile::Floor(_) => dx.min(t),
Tile::Static(_, solid) => if solid { dx.min(t) } else { dx },
_ => dx
}
} else {
break;
@@ -290,33 +293,25 @@ fn main() {
}
}
if d > 0.0 {
player.x += d;
} else if d < 0.0 {
player.x += d;
player.dx = 0.0;
} else {
if dx <= 0.0 {
player.dx = 0.0;
}
} else if player.dx < 0.0 {
let p = player.x;
let mut d = player.dx;
for y in intersect.y()..intersect.y() + intersect.height() as i32 + 1 {
let mut x = intersect.x();
for y in a.y()..b.y() + 1 {
let mut x = a.x();
loop {
let t = (x * TILE_WIDTH as i32 + TILE_WIDTH as i32) as f32 - p;
let t = (x * TILE_WIDTH as i32 + TILE_WIDTH as i32) as f32 - px;
if t < d {
if t < dx {
break;
}
if let Some(tile) = layer.get_tile(x, y) {
d = match *tile {
Tile::Floor(_) => d.max(t),
Tile::Static(_, solid) => if solid { d.max(t) } else { d },
_ => d
dx = match *tile {
Tile::Floor(_) => dx.max(t),
Tile::Static(_, solid) => if solid { dx.max(t) } else { dx },
_ => dx
}
} else {
break;
@@ -326,35 +321,27 @@ fn main() {
}
}
if d < 0.0 {
player.x += d;
} else if d > 0.0 {
player.x += d;
player.dx = 0.0;
} else {
if dx >= 0.0 {
player.dx = 0.0;
}
}
if player.dy > 0.0 {
let p = player.y + player.h as f32;
let mut d = player.dy;
for x in intersect.x()..intersect.x() + intersect.width() as i32 + 1 {
let mut y = intersect.y();
for x in a.x()..b.x() + 1 {
let mut y = a.y();
loop {
let t = (y * TILE_HEIGHT as i32) as f32 - p;
let t = (y * TILE_HEIGHT as i32) as f32 - py;
if t > d {
if t > dy {
break;
}
if let Some(tile) = layer.get_tile(x, y) {
d = match *tile {
Tile::Floor(_) => d.min(t),
Tile::Static(_, solid) => if solid { d.min(t) } else { d },
_ => d
dy = match *tile {
Tile::Floor(_) => dy.min(t),
Tile::Static(_, solid) => if solid { dy.min(t) } else { dy },
_ => dy
}
} else {
break;
@@ -364,37 +351,26 @@ fn main() {
}
}
if d > 0.0 {
player.y += d;
} else if d < 0.0 {
player.y += d;
if dy <= 0.0 {
player.dy = 0.0;
player.on_ground = true;
} else {
player.dy = 0.0;
player.on_ground = true;
}
} else if player.dy < 0.0 {
let p = player.y;
let mut d = player.dy;
for x in intersect.x()..intersect.x() + intersect.width() as i32 + 1 {
let mut y = intersect.y();
for x in a.x()..b.x() + 1 {
let mut y = a.y();
loop {
let t = (y * TILE_HEIGHT as i32 + TILE_HEIGHT as i32) as f32 - p;
let t = (y * TILE_HEIGHT as i32 + TILE_HEIGHT as i32) as f32 - py;
if t < d {
if t < dy {
break;
}
if let Some(tile) = layer.get_tile(x, y) {
d = match *tile {
Tile::Floor(_) => d.max(t),
Tile::Static(_, solid) => if solid { d.max(t) } else { d },
_ => d
dy = match *tile {
Tile::Floor(_) => dy.max(t),
Tile::Static(_, solid) => if solid { dy.max(t) } else { dy },
_ => dy
}
} else {
break;
@@ -404,17 +380,15 @@ fn main() {
}
}
if d < 0.0 {
player.y += d;
} else if d > 0.0 {
player.y += d;
player.dy = 0.0;
} else {
if dy >= 0.0 {
player.dy = 0.0;
}
}
}
player.x += dx;
player.y += dy;
player_sprite.update(elapsed);
camera.center(&player.to_rect());