way faster collisions
This commit is contained in:
parent
ea60bdeede
commit
f338476aaf
@ -15,61 +15,21 @@ Sprite sprites_info[] = {
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.acc = { .x = 0, .y = 0},
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.bitmap_indexes[SI_UP] = 12, .bitmap_prop[SI_UP] = 0,
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.collision_offset[SI_UP] = {
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.itl = { .x = 3, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 3, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_UP] = { 3, 8, 1, 1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN] = 12, .bitmap_prop[SI_DOWN] = S_FLIPY,
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.collision_offset[SI_DOWN] = {
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.itl = { .x = 3, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 3, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_DOWN] = { 3,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_LEFT] = 11, .bitmap_prop[SI_LEFT] = 0,
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.collision_offset[SI_LEFT] = {
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.itl = { .x = 8, .y = 3},
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.itr = { .x = 1, .y = 3},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_LEFT] = { 8,3, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_RIGHT] = 11, .bitmap_prop[SI_RIGHT] = S_FLIPX,
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.collision_offset[SI_RIGHT] = {
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.itl = { .x = 8, .y = 3},
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.itr = { .x = 1, .y = 3},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_RIGHT] = { 8,3, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_UP_RIGHT] = 13, .bitmap_prop[SI_UP_RIGHT] = 0,
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.collision_offset[SI_UP_RIGHT] = {
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.itl = { .x = 7, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 7, .y = 2},
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.ibr = { .x = 1, .y = 2},
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},
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.collision_offset[SI_UP_RIGHT] = { 7,8, 1,2, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_UP_LEFT] = 13, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
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.collision_offset[SI_UP_LEFT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 2, .y = 8},
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.ibl = { .x = 8, .y = 2},
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.ibr = { .x = 2, .y = 2},
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},
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.collision_offset[SI_UP_LEFT] = { 8,8, 2,2, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN_LEFT] = 13, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX | S_FLIPY,
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.collision_offset[SI_DOWN_LEFT] = {
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.itl = { .x = 8, .y = 7},
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.itr = { .x = 2, .y = 7},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 2, .y = 1},
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},
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.collision_offset[SI_DOWN_LEFT] = { 8,7, 2,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN_RIGHT] = 13, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPY,
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.collision_offset[SI_DOWN_RIGHT] = {
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.itl = { .x = 7, .y = 7},
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.itr = { .x = 1, .y = 7},
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.ibl = { .x = 7, .y = 1},
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.ibr = { .x = 1, .y = 1},
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}
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.collision_offset[SI_DOWN_RIGHT] = { 7,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }
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},
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{
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.frames_since_last_dash = 0,
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@ -83,61 +43,21 @@ Sprite sprites_info[] = {
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.acc = { .x = 0, .y = 0},
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.bitmap_indexes[SI_UP] = 14, .bitmap_prop[SI_UP] = 0,
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.collision_offset[SI_UP] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_UP] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN] = 15, .bitmap_prop[SI_DOWN] = 0,
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.collision_offset[SI_DOWN] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_DOWN] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_LEFT] = 14, .bitmap_prop[SI_LEFT] = 0,
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.collision_offset[SI_LEFT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_RIGHT] = 14, .bitmap_prop[SI_RIGHT] = S_FLIPX,
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.collision_offset[SI_RIGHT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_UP_RIGHT] = 14, .bitmap_prop[SI_UP_RIGHT] = 0,
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.collision_offset[SI_UP_RIGHT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_UP_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_UP_LEFT] = 14, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
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.collision_offset[SI_UP_LEFT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_UP_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN_LEFT] = 15, .bitmap_prop[SI_DOWN_LEFT] = 0,
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.collision_offset[SI_DOWN_LEFT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_DOWN_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN_RIGHT] = 15, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPX,
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.collision_offset[SI_DOWN_RIGHT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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}
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.collision_offset[SI_DOWN_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }
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},
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{
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.frames_since_last_dash = 0,
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@ -151,60 +71,20 @@ Sprite sprites_info[] = {
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.acc = { .x = 0, .y = 0},
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.bitmap_indexes[SI_UP] = 25, .bitmap_prop[SI_UP] = 0,
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.collision_offset[SI_UP] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_UP] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN] = 22, .bitmap_prop[SI_DOWN] = 0,
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.collision_offset[SI_DOWN] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_DOWN] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_LEFT] = 21, .bitmap_prop[SI_LEFT] = 0,
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.collision_offset[SI_LEFT] = {
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.itl = { .x = 8, .y = 5},
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.itr = { .x = 1, .y = 5},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_LEFT] = { 8,5, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_RIGHT] = 21, .bitmap_prop[SI_RIGHT] = S_FLIPX,
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.collision_offset[SI_RIGHT] = {
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.itl = { .x = 8, .y = 5},
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.itr = { .x = 1, .y = 5},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_RIGHT] = { 8,5, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_UP_RIGHT] = 23, .bitmap_prop[SI_UP_RIGHT] = 0,
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.collision_offset[SI_UP_RIGHT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_UP_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_UP_LEFT] = 23, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
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.collision_offset[SI_UP_LEFT] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_UP_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN_LEFT] = 24, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX,
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.collision_offset[SI_DOWN_LEFT] = {
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.itl = { .x = 8, .y = 7},
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.itr = { .x = 1, .y = 7},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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},
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.collision_offset[SI_DOWN_LEFT] = { 8,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.bitmap_indexes[SI_DOWN_RIGHT] = 24, .bitmap_prop[SI_DOWN_RIGHT] = 0,
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.collision_offset[SI_DOWN_RIGHT] = {
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.itl = { .x = 8, .y = 7},
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.itr = { .x = 1, .y = 7},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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}
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.collision_offset[SI_DOWN_RIGHT] = { 8,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }
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}
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};
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@ -4,15 +4,15 @@
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#define MAX_PLAYER_COUNT 1
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#define GRAV_ACC 1
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#define TERM_VELY 3
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#define TERM_VELY 2
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#define TERM_VELX 2
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#define TERM_VELY_DIVISOR 3
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#define TERM_VELY_DIVISOR 5
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#define TERM_VELX_DIVISOR 3
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#define JUMP_VEL 4
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#define JUMP_TIMEOUT_FRAMES 18
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#define DASH_VELL 7
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#define DASH_VELL 4
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// mfw when pythagoras irl :scream_cat:
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#define DASH_VELD 5
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#define DASH_TIMEOUT_FRAMES 30
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@ -35,12 +35,8 @@ void main(void)
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memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite));
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memcpy(&(screen_sprites[1]), &(sprites_info[0]), sizeof(Sprite));
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memcpy(&(screen_sprites[2]), &(sprites_info[0]), sizeof(Sprite));
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memcpy(&(screen_sprites[3]), &(sprites_info[0]), sizeof(Sprite));
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memcpy(&(screen_sprites[4]), &(sprites_info[0]), sizeof(Sprite));
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memcpy(&(screen_sprites[5]), &(sprites_info[0]), sizeof(Sprite));
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screen_sprites[1].has_joypad = 1;
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for (i = 1; i < NO_SCREEN_SPRITES; i++) memcpy(&(screen_sprites[i]), &(sprites_info[0]), sizeof(Sprite));
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screen_sprites[0].has_joypad = 1;
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for (i = 0; i < NO_SCREEN_SPRITES; i++) {
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screen_sprites[i].bitmap_index_prev = -1;
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135
src/sprite.c
135
src/sprite.c
@ -1,5 +1,6 @@
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#include <gb/gb.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "./vec.h"
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#include "./constants.h"
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#include "./flags.h"
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@ -7,25 +8,6 @@
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#define GET_TILE_INDEX_BY_COORD(x, y) ((((y) / PIXELS_PER_TILE) * 20) + ((x) / PIXELS_PER_TILE))
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#define GET_SPRITE_CORNERS(sprite, sc) \
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sc.itl.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].itl.x; \
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sc.itl.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].itl.y - 8; \
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sc.itr.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].itr.x; \
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sc.itr.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].itr.y - 8; \
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sc.ibl.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].ibl.x; \
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sc.ibl.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].ibl.y - 8; \
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sc.ibr.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].ibr.x; \
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sc.ibr.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].ibr.y - 8;
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typedef struct SpriteCorners {
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UVec itl;
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UVec itr;
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UVec ibl;
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UVec ibr;
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} SpriteCorners;
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typedef struct Sprites {
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int gb_sprite_index;
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int frames_since_last_dash;
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@ -37,17 +19,14 @@ typedef struct Sprites {
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int has_diag_sprites;
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int has_joypad;
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char name[20];
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SpriteCorners collision_offset[8];
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int collision_offset[8][12];
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UVec pos;
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Vec vel;
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Vec acc;
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} Sprite;
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int get_tile_index_by_coord(unsigned int x, unsigned int y);
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void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc);
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unsigned int sprite_internal_collision(Map *map, Sprite *sprite);
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unsigned int sprite_collision(Map *map, Sprite *sprite);
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void sprite_draw_to_screen(Sprite *sprite);
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void sprite_update_bitmap(Sprite *sprite);
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@ -55,7 +34,8 @@ void sprite_update_bitmap(Sprite *sprite);
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// update a sprite for stuff that changes every frame
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void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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{
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int c, collision_check_steps, absvelx = abs(sprite->vel.x), absvely = abs(sprite->vel.y);
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int lyo = 8;
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unsigned int colx, coly;
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// target displacement is sprite->vel but may collide, giving actual displacment
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Vec displacement = {.x = 0, .y = 0};
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@ -72,7 +52,7 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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// player move left/right
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if ((joypad & J_RIGHT) && (sprite->vel.x < TERM_VELX)) sprite->acc.x = 1;
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else if ((joypad & J_LEFT) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
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else sprite->acc.x = -sprite->vel.x/absvelx;
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else sprite->acc.x = -sprite->vel.x/abs(sprite->vel.x);
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sprite->vel.x += sprite->acc.x;
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// player dash
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@ -110,84 +90,59 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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// slow down sprite in kind of realistic way
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// (in real life i think it's drag is proportional to sprite->vel square but not
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// sure if that is worth the compute yet cause everythign else is shit)
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//if (sprite->vel.y > TERM_VELY) sprite->vel.y -= (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
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//if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
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//if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
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//if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
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//
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//absvelx = abs(sprite->vel.x);
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//absvely = abs(sprite->vel.y);
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if (sprite->vel.y > TERM_VELY) sprite->vel.y = TERM_VELY;
|
||||
if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (abs(sprite->vel.y)-TERM_VELY)/TERM_VELY_DIVISOR;
|
||||
|
||||
// if sprite not moving, no more logic needs to be done --- right?
|
||||
if ((absvelx == 0) && (absvely == 0)) return;
|
||||
|
||||
c = sprite_collision(map, sprite);
|
||||
|
||||
// don't let player move in a direction which they are already touching something
|
||||
if (((c & SC_TL) | (c & SC_TR)) && (sprite->vel.y < 0)) { sprite->vel.y = 0; }
|
||||
if (((c & SC_BL) | (c & SC_BR)) && (sprite->vel.y > 0)) {
|
||||
// player jump
|
||||
if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
|
||||
int *offsets = sprite->collision_offset[sprite->bitmap_index];
|
||||
// jump if on platform
|
||||
if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
|
||||
coly = map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo+1)];
|
||||
if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo+1)];
|
||||
if(coly) {
|
||||
sprite->vel.y = -JUMP_VEL;
|
||||
sprite->frames_since_last_jump = 0;
|
||||
}
|
||||
else sprite->vel.y = 0;
|
||||
}
|
||||
if (((c & SC_RT) | (c & SC_RB)) && (sprite->vel.x > 0)) { sprite->vel.x = 0; }
|
||||
if (((c & SC_LT) | (c & SC_LB)) && (sprite->vel.x < 0)) { sprite->vel.x = 0; }
|
||||
|
||||
collision_check_steps = (absvelx > absvely) ? absvelx : absvely;
|
||||
|
||||
original_position.x = sprite->pos.x;
|
||||
original_position.y = sprite->pos.y;
|
||||
// check if following the path by the velocity will lead to a collision
|
||||
for (int step = collision_check_steps; step >= 0; step--) {
|
||||
sprite->pos.x = original_position.x + ((step * sprite->vel.x)/collision_check_steps);
|
||||
sprite->pos.y = original_position.y + ((step * sprite->vel.y)/collision_check_steps);
|
||||
|
||||
if (!sprite_internal_collision(map, sprite)) break;
|
||||
}
|
||||
// if no velocity component, pretend sprite has already collided
|
||||
colx = sprite->vel.x == 0;
|
||||
coly = sprite->vel.y == 0;
|
||||
|
||||
//for (int step = collision_check_steps; step >= 0; step--) {
|
||||
if(sprite->vel.y != 0){
|
||||
sprite->pos.y = original_position.y + sprite->vel.y;
|
||||
|
||||
if (sprite->vel.y < 0) {
|
||||
coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-lyo)];
|
||||
if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-lyo)];
|
||||
} else if (sprite->vel.y > 0) {
|
||||
coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo)];
|
||||
if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo)];
|
||||
}
|
||||
|
||||
if (coly) sprite->pos.y = original_position.y;
|
||||
}
|
||||
|
||||
if(sprite->vel.x != 0) {
|
||||
sprite->pos.x = original_position.x + sprite->vel.x;
|
||||
|
||||
if (sprite->vel.x < 0) {
|
||||
colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-lyo)];
|
||||
if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo)];
|
||||
} else if (sprite->vel.x > 0) {
|
||||
colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-lyo)];
|
||||
if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo)];
|
||||
}
|
||||
|
||||
if (colx) sprite->pos.x = original_position.x;
|
||||
}
|
||||
|
||||
sprite_update_bitmap(sprite);
|
||||
sprite_draw_to_screen(sprite);
|
||||
move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
|
||||
}
|
||||
|
||||
|
||||
// calculate internal collisions
|
||||
unsigned int sprite_internal_collision(Map *map, Sprite *sprite)
|
||||
{
|
||||
unsigned int rv = 0;
|
||||
SpriteCorners sc;
|
||||
GET_SPRITE_CORNERS(sprite, sc);
|
||||
// (((y / PIXELS_PER_TILE) * 20) + (x / PIXELS_PER_TILE))
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y)]) rv = rv | SC_ITL;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y)]) rv = rv | SC_ITR;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y)]) rv = rv | SC_IBL;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y)]) rv = rv | SC_IBR;
|
||||
|
||||
return rv;
|
||||
}
|
||||
|
||||
|
||||
// check for external collisions (if rectangle is at least touchign something)
|
||||
unsigned int sprite_collision(Map *map, Sprite *sprite)
|
||||
{
|
||||
unsigned int rv = 0;
|
||||
SpriteCorners sc;
|
||||
GET_SPRITE_CORNERS(sprite, sc);
|
||||
|
||||
// check if corners are in a non 0 tile
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y-1)]) rv = rv | SC_TL;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y-1)]) rv = rv | SC_TR;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y+1)]) rv = rv | SC_BL;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y+1)]) rv = rv | SC_BR;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x-1, sc.itl.y )]) rv = rv | SC_LT;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x-1, sc.ibl.y )]) rv = rv | SC_LB;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x+1, sc.itr.y )]) rv = rv | SC_RT;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x+1, sc.ibr.y )]) rv = rv | SC_RB;
|
||||
|
||||
return rv;
|
||||
}
|
||||
|
||||
void sprite_update_bitmap(Sprite *sprite)
|
||||
|
@ -22,15 +22,13 @@ typedef struct Sprites {
|
||||
int has_diag_sprites;
|
||||
int has_joypad;
|
||||
char name[20];
|
||||
SpriteCorners collision_offset[8];
|
||||
int collision_offset[8][12];
|
||||
UVec pos;
|
||||
Vec vel;
|
||||
Vec acc;
|
||||
} Sprite;
|
||||
|
||||
void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc);
|
||||
unsigned int sprite_internal_collision(Map *map, Sprite *sprite);
|
||||
unsigned int sprite_collision(Map *map, Sprite *sprite);
|
||||
void sprite_draw_to_screen(Sprite *sprite);
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user