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Collisions are finally completely working
Fixed collisions, only items in the hard tiles array are missing, but they can be easily filled with Fcalva's list.
This commit is contained in:
commit
7913b336b7
3 changed files with 48 additions and 17 deletions
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@ -78,8 +78,8 @@ void render_map(Player *player, Map *map_level) {
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ytile = (tile / map_level->tileset_size) * T_HEIGHT;
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ytile = (tile / map_level->tileset_size) * T_HEIGHT;
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/* render */
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/* render */
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dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
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dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
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map_level->tileset, xtile, ytile, T_WIDTH, T_HEIGHT,
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map_level->tileset, xtile, ytile, T_WIDTH,
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DIMAGE_NONE);
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T_HEIGHT, DIMAGE_NONE);
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}
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}
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}
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}
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}
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}
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45
src/player.c
45
src/player.c
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@ -43,12 +43,22 @@ void player_move(Map *map_level, Player *player, Direction direction) {
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/* How this player movement will modify the player x and y. */
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/* How this player movement will modify the player x and y. */
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const char dx = one_px_mov[direction*2]*SPEED;
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const char dx = one_px_mov[direction*2]*SPEED;
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const char dy = one_px_mov[direction*2+1]*SPEED;
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const char dy = one_px_mov[direction*2+1]*SPEED;
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/* If the player will collide with a hard tile. */
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/* If the player will collide with a hard tile or if the will go outside of
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if(player_collision(map_level, player, direction)){
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* the map. */
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/* I fix his position so he won't be partially in the tile. */
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if(player_collision(map_level, player, direction, P_CENTER)){
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player_fix_position(player, 1, 1);
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/* If the will collide with the center of the player. */
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player_fix_position(player, dx, dy);
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}else{
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}else{
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/* If he won't collide I just move him normally */
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if(player_collision(map_level, player, direction, P_RIGHTDOWN) ||
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player_collision(map_level, player, direction, P_LEFTUP)){
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/* If the will collide with the edges of the player. */
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/* I fix his position so he won't be partially in the tile. */
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/* I invert dx and dy to fix the axis where he is not moving on. */
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/* Do not replace dx==0 with !dx or dy==0 with !dy, it won't work!
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*/
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player_fix_position(player, dx==0, dy==0);
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}
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/* If he won't collide with the center, so I just move him normally */
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player->x += dx;
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player->x += dx;
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player->y += dy;
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player->y += dy;
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}
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}
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@ -58,19 +68,32 @@ void player_action(Player *player) {
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/**/
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/**/
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}
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}
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bool player_collision(Map *map_level, Player *player, Direction direction) {
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bool player_collision(Map *map_level, Player *player, Direction direction,
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Checkpos nomov_axis_check) {
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/* What's the tile the player is going to. */
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/* What's the tile the player is going to. */
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short int i;
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short int i;
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/* Where is the tile where he will go to from his position. */
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/* Where is the tile where he will go to from his position. */
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const char dx = one_px_mov[direction*2];
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char dx = one_px_mov[direction*2];
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const char dy = one_px_mov[direction*2+1];
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char dy = one_px_mov[direction*2+1];
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if(!dx){
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dx += nomov_axis_check;
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}else if(!dy){
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dy += nomov_axis_check;
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}
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dx = dx*(P_WIDTH/2+1);
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dy = dy*(P_HEIGHT/2+1);
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/* The tile he will go to. */
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/* The tile he will go to. */
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int player_tile_x = player->x/T_WIDTH;
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int player_tile_x = player->x+dx;
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int player_tile_y = player->y/T_HEIGHT;
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int player_tile_y = player->y+dy;
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/* Handle a negative position diffrently than a positive one. */
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if(player_tile_x < 0) player_tile_x = player_tile_x/T_WIDTH-1;
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else player_tile_x = player_tile_x/T_WIDTH;
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if(player_tile_y < 0) player_tile_y = player_tile_y/T_HEIGHT-1;
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else player_tile_y = player_tile_y/T_HEIGHT;
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for(i=0;i<map_level->nblayers;i++){
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for(i=0;i<map_level->nblayers;i++){
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/* if he's on a hard tile */
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/* if he's on a hard tile */
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if(is_in((short int*)hard_tiles, HARD_TILES_AMOUNT,
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if(is_in((short int*)hard_tiles, HARD_TILES_AMOUNT,
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get_tile(map_level, player_tile_x+dx, player_tile_y+dy, i))){
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get_tile(map_level, player_tile_x, player_tile_y, i))){
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return true; /* He will collide with it. */
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return true; /* He will collide with it. */
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}
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}
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}
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}
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16
src/player.h
16
src/player.h
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@ -14,10 +14,16 @@ typedef enum {
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D_RIGHT
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D_RIGHT
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} Direction;
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} Direction;
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typedef enum {
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P_LEFTUP = -1,
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P_CENTER = 0,
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P_RIGHTDOWN = 1
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} Checkpos;
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/* Struct that define player parameters */
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/* Struct that define player parameters */
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typedef struct {
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typedef struct {
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unsigned int x, y; /* The position of the player */
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int x, y; /* The position of the player */
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unsigned int px, py; /* The position of the player on screen */
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unsigned char px, py; /* The position of the player on screen */
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unsigned short int life; /* How many lives the player still has between 0
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unsigned short int life; /* How many lives the player still has between 0
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* and 100. */
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* and 100. */
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} Player;
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} Player;
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@ -32,8 +38,10 @@ void player_move(Map *map_level, Player *player, Direction direction);
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/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
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/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
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void player_action(Player *player);
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void player_action(Player *player);
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/* Check if the player is in collision with the map or a NPC. */
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/* Check if the player is in collision with the map or a NPC. Checkpos is used
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bool player_collision(Map *map_level, Player *player, Direction direction);
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* to check the axis where the player is not moving. */
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bool player_collision(Map *map_level, Player *player, Direction direction,
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Checkpos nomov_axis_check);
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/* Fix the position of the player so that he's not a bit inside of a hard block
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/* Fix the position of the player so that he's not a bit inside of a hard block
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* after a collision. */
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* after a collision. */
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