just check intersecting tiles

This commit is contained in:
2015-01-02 16:02:17 +01:00
parent 4cca0eac2c
commit 62101e8466
3 changed files with 65 additions and 38 deletions

View File

@@ -70,7 +70,7 @@ fn main() {
};
let mut camera = Camera::new(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
let mut layer = Layer::new(30, 20, Tile::Empty);
let mut layer = Layer::new(30, 20, TILE_WIDTH, TILE_HEIGHT, Tile::Empty);
for x in range(0, 14) {
layer.set_tile(x, 14, Tile::Floor);
@@ -104,7 +104,7 @@ fn main() {
player.velocity.x = -4.0;
} else if key == KeyCode::Up {
if player.on_ground {
player.velocity.y = -8.0;
player.velocity.y = -12.0;
player.on_ground = false;
}
}
@@ -115,8 +115,8 @@ fn main() {
} else if key == KeyCode::Left {
player.velocity.x = 0.0;
} else if key == KeyCode::Up {
if player.velocity.y < -4.0 {
player.velocity.y = -4.0;
if player.velocity.y < -6.0 {
player.velocity.y = -6.0;
}
}
},
@@ -128,36 +128,51 @@ fn main() {
player.on_ground = false;
for y in range(0, 20) {
for x in range(0, 30) {
match *layer.get_tile(x, y) {
Tile::Empty => (),
Tile::Floor => {
let object = Rect::new(x * TILE_WIDTH, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
let tiles_intersect = layer.get_intersecting(&player.get_rect());
if collision_detection(&object, &player.get_rect()) {
let intersect = collision_intersect(&object, &player.get_rect());
let mut skip = false;
if intersect.w >= intersect.h {
let mut delta = intersect.h as f32;
if tiles_intersect.x < 0 || tiles_intersect.x + tiles_intersect.w > 30 - 1 {
skip = true;
}
else if tiles_intersect.y < 0 || tiles_intersect.y + tiles_intersect.h > 20 - 1 {
skip = true;
}
if player.velocity.y >= 0.0 {
delta *= -1.0;
if skip == false {
for y in range(tiles_intersect.y, tiles_intersect.y + tiles_intersect.h + 1) {
for x in range(tiles_intersect.x, tiles_intersect.x + tiles_intersect.w + 1) {
let player_rect = player.get_rect();
match *layer.get_tile(x, y) {
Tile::Empty => (),
Tile::Floor => {
let object_rect = Rect::new(x * TILE_WIDTH, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
if collision_detection(&object_rect, &player_rect) {
let intersect = collision_intersect(&object_rect, &player_rect);
if intersect.w >= intersect.h {
let mut delta = intersect.h as f32;
if player.velocity.y >= 0.0 {
delta *= -1.0;
}
player.position.y += delta;
player.velocity.y = 0.0;
player.on_ground = true;
} else {
let mut delta = intersect.w as f32;
if player.velocity.x >= 0.0 {
delta *= -1.0;
}
player.position.x += delta;
player.velocity.x = 0.0;
}
player.position.y += delta;
player.velocity.y = 0.0;
player.on_ground = true;
} else {
let mut delta = intersect.w as f32;
if player.velocity.x >= 0.0 {
delta *= -1.0;
}
player.position.x += delta;
player.velocity.x = 0.0;
}
}
}

View File

@@ -1,14 +1,9 @@
extern crate sdl2;
use sdl2::render::Renderer;
use sdl2::pixels::Color;
use sdl2::rect::Rect;
use vec::Vec2;
use vec;
pub struct Player {
pub position: Vec2<f32>,

View File

@@ -1,13 +1,20 @@
use sdl2::rect::Rect;
pub struct Layer<T> {
tiles: Vec<T>,
width: i32
width: i32,
tile_width: i32,
tile_height: i32
}
impl<T> Layer<T> where T: Clone {
pub fn new(width: i32, height: i32, tile: T) -> Layer<T> {
pub fn new(width: i32, height: i32, tile_width: i32, tile_height: i32, tile: T) -> Layer<T> {
Layer {
tiles: Vec::from_elem((width * height) as uint, tile),
width: width
width: width,
tile_width: tile_width,
tile_height: tile_height
}
}
@@ -22,4 +29,14 @@ impl<T> Layer<T> where T: Clone {
*self.tiles.index_mut(&offset) = tile;
}
pub fn get_intersecting(&self, rect: &Rect) -> Rect {
let x = rect.x / self.tile_width;
let w = rect.w / self.tile_width;
let y = rect.y / self.tile_height;
let h = rect.h / self.tile_height;
Rect::new(x, y, w, h)
}
}