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;
}
}
}