better collision-detection with maybe only one bug
GitOrigin-RevId: c205dfcd6c4d36864ca58448244aed9da00d47c8
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22091fa5b1
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@ -35,22 +35,33 @@ namespace Jumpy {
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AirState oldAirState = airState;
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UpdateFromGamePad(time, gamePad);
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Rectangle playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 8, spriteWidth * 2, 27);
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Rectangle oldBbox = new Rectangle(oldPosition.X - spriteWidth, oldPosition.Y - 7, spriteWidth * 2, 26);
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Rectangle playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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bool standingOnGround = false;
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foreach (var rect in collisionTargets) {
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playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 8, spriteWidth * 2, 27);
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playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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// first we check for left-right collisions...
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if (playerBbox.Intersects(rect)) {
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if (oldBbox.Right <= rect.Left && playerBbox.Right > rect.Left) {
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position.X = rect.Left - spriteWidth;
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}
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if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
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position.X = rect.Right + spriteWidth;
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}
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playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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}
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// after fixing that, we check for hitting our head or hitting the ground.
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if (playerBbox.Intersects(rect)) {
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if (oldPosition.Y > position.Y) {
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int diff = playerBbox.Top - rect.Bottom;
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position.Y -= diff;
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ySpeed *= 0.9;
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// ySpeed *= 0.9;
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} else {
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airState = AirState.Ground;
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int diff = playerBbox.Bottom - rect.Top;
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position.Y -= diff;
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}
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Debug.AddRect(rect, Color.Yellow);
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} else {
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playerBbox.Height += 1;
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if (playerBbox.Intersects(rect)) {
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