Trying to implement smooth collisions without other issues

This commit is contained in:
Kayne Ruse
2014-12-27 16:43:40 +11:00
parent ee0b7884a8
commit 5c1ea1988e
3 changed files with 54 additions and 3 deletions
+39
View File
@@ -21,3 +21,42 @@
*/
#include "local_character.hpp"
void LocalCharacter::ProcessCollisions(std::list<BoundingBox>& boxList) {
if (CheckCollisionSimple(boxList, origin + motion)) {
Vector2 velocity;
velocity.x = CorrectVelocityX(boxList, motion.x);
velocity.y = CorrectVelocityY(boxList, motion.y);
origin += velocity;
}
else {
origin += motion;
}
}
bool LocalCharacter::CheckCollisionSimple(std::list<BoundingBox>& boxList, Vector2 newPos) {
for (auto& it : boxList) {
if (it.CheckOverlap(bounds + newPos)) {
return true;
}
}
return false;
}
double LocalCharacter::CorrectVelocityX(std::list<BoundingBox>& boxList, double velocityX) {
double ret = velocityX;
for (auto& it : boxList) {
if (it.CheckOverlap(bounds + origin + Vector2(velocityX, 0) )) {
if (velocityX > 0) {
ret = std::min(ret, it.x - origin.x - (bounds.w - bounds.x - 1));
}
else if (velocityX < 0) {
ret = std::max(ret, (it.x + it.w) - origin.x);
}
}
}
return ret;
}
double LocalCharacter::CorrectVelocityY(std::list<BoundingBox>& boxList, double velocityY) {
return velocityY;
}
+10 -2
View File
@@ -23,14 +23,22 @@
#define LOCALCHARACTER_HPP_
#include "base_character.hpp"
#include "bounding_box.hpp"
#include "vector2.hpp"
#include <list>
class LocalCharacter: public BaseCharacter {
public:
LocalCharacter() = default;
virtual ~LocalCharacter() = default;
private:
//NOTE: NO MEMBERS
void ProcessCollisions(std::list<BoundingBox>& boxList);
protected:
bool CheckCollisionSimple(std::list<BoundingBox>& boxList, Vector2 newPos);
double CorrectVelocityX(std::list<BoundingBox>& boxList, double velocityX);
double CorrectVelocityY(std::list<BoundingBox>& boxList, double velocityY);
};
#endif
+5 -1
View File
@@ -156,6 +156,10 @@ void InWorld::Update() {
//update all entities
for (auto& it : characterMap) {
//skip this player's character
if (it.first == characterIndex) {
continue;
}
it.second.Update();
}
for (auto& it : monsterMap) {
@@ -198,7 +202,7 @@ void InWorld::Update() {
}
//process the collisions
std::cout << "boxList.size(): " << boxList.size() << std::endl;
localCharacter->ProcessCollisions(boxList);
//update the camera
camera.x = localCharacter->GetOrigin().x - camera.marginX;