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Collisions are not sticky anymore and the player can't go trough the blocks but he is shaking when you collide with a wall and is not stopped by the borders of the map.
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parent
23dde6593c
commit
909e0760c5
2 changed files with 32 additions and 12 deletions
30
src/player.c
30
src/player.c
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@ -44,11 +44,15 @@ void player_move(Map *map_level, Player *player, Direction direction) {
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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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/* If the player will collide with a hard tile. */
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if(player_collision(map_level, player, direction)){
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/* I fix his position so he won't be partially in the tile. */
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player_fix_position(player, 1, 1);
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if(player_collision(map_level, player, direction, P_CENTER)){
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player_fix_position(player, dx, dy);
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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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/* I fix his position so he won't be partially in the tile. */
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player_fix_position(player, dx==0, dy==0);
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}
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player->x += dx;
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player->y += dy;
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}
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@ -58,19 +62,27 @@ void player_action(Player *player) {
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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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short int i;
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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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const char dy = one_px_mov[direction*2+1];
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char dx = one_px_mov[direction*2];
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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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dx = dx*(P_WIDTH/2+(nomov_axis_check == P_CENTER));
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}else if(!dy){
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dy += nomov_axis_check;
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dy = dy*(P_HEIGHT/2+(nomov_axis_check == P_CENTER));
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}
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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_y = player->y/T_HEIGHT;
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int player_tile_x = (player->x+dx)/T_WIDTH;
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int player_tile_y = (player->y+dy)/T_HEIGHT;
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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(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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}
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}
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14
src/player.h
14
src/player.h
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@ -14,9 +14,15 @@ typedef enum {
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D_RIGHT
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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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typedef struct {
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unsigned short 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 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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* and 100. */
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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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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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bool player_collision(Map *map_level, Player *player, Direction direction);
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/* Check if the player is in collision with the map or a NPC. Checkpos is used
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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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* after a collision. */
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