better collision detection, i hope

This commit is contained in:
2015-01-06 23:12:35 +01:00
parent b5f94170f7
commit ff9ab15240
4 changed files with 115 additions and 74 deletions

View File

@@ -1,6 +1,8 @@
extern crate sdl2;
use std::num::FloatMath;
use sdl2::video::{Window, WindowPos, OPENGL};
use sdl2::event::{poll_event, Event};
use sdl2::timer::{get_ticks, delay};
@@ -9,14 +11,13 @@ use sdl2::keycode::KeyCode;
use sdl2::pixels::Color;
use tile::Layer;
use player::Player;
use camera::Camera;
use player::Player;
mod vec;
mod tile;
mod player;
mod camera;
mod player;
const SCREEN_WIDTH : i32 = 960;
@@ -77,12 +78,12 @@ fn main() {
if key == KeyCode::Escape {
break;
} else if key == KeyCode::Right {
player.velocity.x = 4.0;
player.dx = 4.0;
} else if key == KeyCode::Left {
player.velocity.x = -4.0;
player.dx = -4.0;
} else if key == KeyCode::Up {
if player.on_ground && repeat == false {
player.velocity.y = -12.0;
player.dy = -12.0;
player.on_ground = false;
}
@@ -90,16 +91,16 @@ fn main() {
},
Event::KeyUp(_, _, key, _, _, _) => {
if key == KeyCode::Right {
if player.velocity.x > 0.0 {
player.velocity.x = 0.0;
if player.dx > 0.0 {
player.dx = 0.0;
}
} else if key == KeyCode::Left {
if player.velocity.x < 0.0 {
player.velocity.x = 0.0;
if player.dx < 0.0 {
player.dx = 0.0;
}
} else if key == KeyCode::Up {
if player.velocity.y < -6.0 {
player.velocity.y = -6.0;
if player.dy < -6.0 {
player.dy = -6.0;
}
}
},
@@ -109,57 +110,101 @@ fn main() {
while lag >= MS_PER_UPDATE {
player.update();
layer.for_each_intersecting(&player.to_rect(), |tile: &Tile, position: &Rect| {
match *tile {
Tile::Empty => (),
Tile::Floor(_) => {
if position.has_intersection(&player.to_rect()) {
match position.intersection(&player.to_rect()) {
Some(intersect) => {
if intersect.w >= intersect.h {
if player.velocity.y < 0.0 {
player.position.y += intersect.h as f32;
} else {
player.position.y -= intersect.h as f32;
}
let intersecting = layer.find_intersecting(&player.to_rect());
player.velocity.y = 0.0;
if player.dx > 0.0 {
let p_x = player.x + player.w as f32;
let t_x = intersecting.x + intersecting.w;
player.on_ground = true;
} else {
if player.velocity.x < 0.0 {
player.position.x += intersect.w as f32;
} else {
player.position.x -= intersect.w as f32;
}
let mut d_x = player.dx;
player.velocity.x = 0.0;
}
},
None => (),
for y in range(intersecting.y, intersecting.y + intersecting.h + 1) {
for x in range(t_x, t_x + 2) {
match *layer.get_tile(x, y) {
Tile::Empty => (),
Tile::Floor(_) => {
d_x = d_x.min((x * TILE_WIDTH) as f32 - p_x);
}
}
}
}
});
player.on_ground = false;
if d_x > 0.0 {
player.x += d_x;
} else {
player.dx = 0.0;
}
} else if player.dx < 0.0 {
let p_x = player.x;
let t_x = intersecting.x;
let mut ground = player.to_rect();
let mut d_x = player.dx;
ground.y += ground.h;
ground.h = 1;
layer.for_each_intersecting(&ground, |tile: &Tile, position: &Rect| {
match *tile {
Tile::Empty => (),
Tile::Floor(_) => {
if position.has_intersection(&ground) {
player.on_ground = true;
for y in range(intersecting.y, intersecting.y + intersecting.h + 1) {
for x in range(t_x, t_x + 2) {
match *layer.get_tile(x, y) {
Tile::Empty => (),
Tile::Floor(_) => {
d_x = d_x.min((x * TILE_WIDTH) as f32 - p_x);
}
}
}
}
});
if d_x < 0.0 {
player.x += d_x;
} else {
player.dx = 0.0;
}
}
if player.dy > 0.0 {
let p_y = player.y + player.h as f32;
let t_y = intersecting.y + intersecting.h;
let mut d_y = player.dy;
for y in range(t_y, t_y + 2) {
for x in range(intersecting.x, intersecting.x + intersecting.w + 1) {
match *layer.get_tile(x, y) {
Tile::Empty => (),
Tile::Floor(_) => {
d_y = d_y.min((y * TILE_HEIGHT) as f32 - p_y);
}
}
}
}
if d_y > 0.0 {
player.y += d_y;
} else {
player.dy = 0.0;
player.on_ground = true;
}
} else if player.dy < 0.0 {
let p_y = player.y;
let t_y = intersecting.y;
let mut d_y = player.dy;
for y in range(t_y, t_y + 2) {
for x in range(intersecting.x, intersecting.x + intersecting.w + 1) {
match *layer.get_tile(x, y) {
Tile::Empty => (),
Tile::Floor(_) => {
d_y = d_y.min((y * TILE_HEIGHT) as f32 - p_y);
}
}
}
}
if d_y < 0.0 {
player.y += d_y;
} else {
player.dy = 0.0;
}
}
camera.center(&player.to_rect());