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 {
let intersecting = layer.find_intersecting(&player.to_rect());
if player.dx > 0.0 {
let p_x = player.x + player.w as f32;
let t_x = intersecting.x + intersecting.w;
let mut d_x = player.dx;
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(_) => {
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;
d_x = d_x.min((x * TILE_WIDTH) as f32 - p_x);
}
}
}
}
if d_x > 0.0 {
player.x += d_x;
} else {
player.position.y -= intersect.h as f32;
player.dx = 0.0;
}
} else if player.dx < 0.0 {
let p_x = player.x;
let t_x = intersecting.x;
player.velocity.y = 0.0;
let mut d_x = player.dx;
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;
}
player.velocity.x = 0.0;
}
},
None => (),
}
}
}
}
});
player.on_ground = false;
let mut ground = player.to_rect();
ground.y += ground.h;
ground.h = 1;
layer.for_each_intersecting(&ground, |tile: &Tile, position: &Rect| {
match *tile {
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(_) => {
if position.has_intersection(&ground) {
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());

View File

@@ -1,13 +1,13 @@
use sdl2::render::Renderer;
use sdl2::pixels::Color;
use sdl2::rect::Rect;
use vec::Vec2;
pub struct Player {
pub position: Vec2<f32>,
pub velocity: Vec2<f32>,
pub x: f32,
pub y: f32,
pub w: i32,
pub h: i32,
pub dx: f32,
pub dy: f32,
pub gravity: f32,
pub on_ground: bool
}
@@ -15,27 +15,28 @@ pub struct Player {
impl Player {
pub fn new(x: f32, y: f32) -> Player {
Player {
position: Vec2 { x: x, y: y },
velocity: Vec2 { x: 0.0, y: 0.0 },
x: x,
y: y,
w: 32,
h: 32,
dx: 0.0,
dy: 0.0,
gravity: 0.3,
on_ground: false
}
}
pub fn update(&mut self) {
self.velocity.y += self.gravity;
self.dy += self.gravity;
if self.velocity.y > 8.0 {
self.velocity.y = 8.0;
} else if self.velocity.y < -8.0 {
self.velocity.y = -8.0;
if self.dy > 8.0 {
self.dy = 8.0;
} else if self.dy < -8.0 {
self.dy = -8.0;
}
self.position.x += self.velocity.x;
self.position.y += self.velocity.y;
}
pub fn to_rect(&self) -> Rect {
Rect::new(self.position.x as i32 - 16, self.position.y as i32 - 16, 32, 32)
Rect::new(self.x as i32, self.y as i32, self.w, self.h)
}
}

View File

@@ -35,7 +35,7 @@ impl<T> Layer<T> where T: Clone {
self.tiles[offset] = tile;
}
pub fn get_intersecting(&self, rect: &Rect) -> Rect {
pub fn find_intersecting(&self, rect: &Rect) -> Rect {
let x1 = max(rect.x / self.tile_width, 0);
let y1 = max(rect.y / self.tile_height, 0);
let x2 = min((rect.x + rect.w - 1) / self.tile_width, self.width - 1);
@@ -45,7 +45,7 @@ impl<T> Layer<T> where T: Clone {
}
pub fn for_each_intersecting<F>(&self, rect: &Rect, mut f: F) where F: FnMut(&T, &Rect) {
let intersect = self.get_intersecting(rect);
let intersect = self.find_intersecting(rect);
if intersect.x < 0 || intersect.x + intersect.w > self.width {
return;

View File

@@ -1,5 +0,0 @@
#[derive(Show)]
pub struct Vec2<T> {
pub x: T,
pub y: T
}