use new collision-detection algorithm with old resolution algorithm (wip, slightly hacky)
GitOrigin-RevId: 998aa02a561ebf9f745b08b1186d39afad92a38e
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08792320df
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@ -38,6 +38,15 @@ namespace SemiColinGames {
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return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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}
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}
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private Aabb Box(Point position) {
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return Box(position, 0);
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}
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private Aabb Box(Point position, int yOffset) {
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return new Aabb(new Vector2(position.X, position.Y - 7 + 13 + yOffset),
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new Vector2(spriteWidth, 13));
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}
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public void Update(float modelTime, History<Input> input, Rectangle[] collisionTargets) {
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public void Update(float modelTime, History<Input> input, Rectangle[] collisionTargets) {
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Point oldPosition = position;
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Point oldPosition = position;
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Vector2 movement = HandleInput(modelTime, input);
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Vector2 movement = HandleInput(modelTime, input);
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@ -47,21 +56,26 @@ namespace SemiColinGames {
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Rectangle playerBbox = Bbox(position);
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Rectangle playerBbox = Bbox(position);
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bool standingOnGround = false;
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bool standingOnGround = false;
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// TODO: we shouldn't hardcode the tile sizes here.
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Vector2 halfBoxSize = new Vector2(World.TileSize / 2, World.TileSize / 2);
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foreach (var rect in collisionTargets) {
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foreach (var rect in collisionTargets) {
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Aabb rectBox = new Aabb(
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new Vector2(rect.X + World.TileSize / 2, rect.Y + World.TileSize / 2), halfBoxSize);
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Aabb playerBox = Box(position);
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playerBbox = Bbox(position);
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playerBbox = Bbox(position);
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// first we check for left-right collisions...
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// first we check for left-right collisions...
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if (playerBbox.Intersects(rect)) {
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if (playerBox.Intersect(rectBox) != null) {
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if (oldBbox.Right <= rect.Left && playerBbox.Right > rect.Left) {
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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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position.X = rect.Left - spriteWidth;
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}
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}
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if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
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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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position.X = rect.Right + spriteWidth;
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}
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}
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playerBbox = Bbox(position);
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playerBox = Box(position);
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}
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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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// 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 (playerBox.Intersect(rectBox) != null) {
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if (oldPosition.Y > position.Y) {
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if (oldPosition.Y > position.Y) {
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int diff = playerBbox.Top - rect.Bottom;
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int diff = playerBbox.Top - rect.Bottom;
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position.Y -= diff;
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position.Y -= diff;
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@ -72,8 +86,8 @@ namespace SemiColinGames {
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position.Y -= diff;
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position.Y -= diff;
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}
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}
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} else {
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} else {
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playerBbox.Height += 1;
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playerBox = Box(position, 1);
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if (playerBbox.Intersects(rect)) {
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if (playerBox.Intersect(rectBox) != null) {
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standingOnGround = true;
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standingOnGround = true;
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Debug.AddRect(rect, Color.Cyan);
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Debug.AddRect(rect, Color.Cyan);
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} else {
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} else {
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