use new collision-detection algorithm with old resolution algorithm (wip, slightly hacky)
GitOrigin-RevId: 998aa02a561ebf9f745b08b1186d39afad92a38e
This commit is contained in:
parent
08792320df
commit
f2db2f4b9e
@ -38,6 +38,15 @@ namespace SemiColinGames {
|
||||
return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
|
||||
}
|
||||
|
||||
private Aabb Box(Point position) {
|
||||
return Box(position, 0);
|
||||
}
|
||||
|
||||
private Aabb Box(Point position, int yOffset) {
|
||||
return new Aabb(new Vector2(position.X, position.Y - 7 + 13 + yOffset),
|
||||
new Vector2(spriteWidth, 13));
|
||||
}
|
||||
|
||||
public void Update(float modelTime, History<Input> input, Rectangle[] collisionTargets) {
|
||||
Point oldPosition = position;
|
||||
Vector2 movement = HandleInput(modelTime, input);
|
||||
@ -47,21 +56,26 @@ namespace SemiColinGames {
|
||||
Rectangle playerBbox = Bbox(position);
|
||||
bool standingOnGround = false;
|
||||
|
||||
// TODO: we shouldn't hardcode the tile sizes here.
|
||||
Vector2 halfBoxSize = new Vector2(World.TileSize / 2, World.TileSize / 2);
|
||||
foreach (var rect in collisionTargets) {
|
||||
Aabb rectBox = new Aabb(
|
||||
new Vector2(rect.X + World.TileSize / 2, rect.Y + World.TileSize / 2), halfBoxSize);
|
||||
Aabb playerBox = Box(position);
|
||||
playerBbox = Bbox(position);
|
||||
|
||||
// first we check for left-right collisions...
|
||||
if (playerBbox.Intersects(rect)) {
|
||||
if (playerBox.Intersect(rectBox) != null) {
|
||||
if (oldBbox.Right <= rect.Left && playerBbox.Right > rect.Left) {
|
||||
position.X = rect.Left - spriteWidth;
|
||||
}
|
||||
if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
|
||||
position.X = rect.Right + spriteWidth;
|
||||
}
|
||||
playerBbox = Bbox(position);
|
||||
playerBox = Box(position);
|
||||
}
|
||||
// after fixing that, we check for hitting our head or hitting the ground.
|
||||
if (playerBbox.Intersects(rect)) {
|
||||
if (playerBox.Intersect(rectBox) != null) {
|
||||
if (oldPosition.Y > position.Y) {
|
||||
int diff = playerBbox.Top - rect.Bottom;
|
||||
position.Y -= diff;
|
||||
@ -72,8 +86,8 @@ namespace SemiColinGames {
|
||||
position.Y -= diff;
|
||||
}
|
||||
} else {
|
||||
playerBbox.Height += 1;
|
||||
if (playerBbox.Intersects(rect)) {
|
||||
playerBox = Box(position, 1);
|
||||
if (playerBox.Intersect(rectBox) != null) {
|
||||
standingOnGround = true;
|
||||
Debug.AddRect(rect, Color.Cyan);
|
||||
} else {
|
||||
|
Loading…
Reference in New Issue
Block a user