I give up, I'm just using the stop-dead system for now.
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@@ -21,3 +21,15 @@
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*/
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#include "local_character.hpp"
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#include <iostream>
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bool LocalCharacter::ProcessCollisionGrid(std::list<BoundingBox> boxList) {
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for(auto& box : boxList) {
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if (box.CheckOverlap(origin + bounds)) {
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origin -= motion;
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motion = {0, 0};
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return true;
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}
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}
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return false;
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}
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@@ -23,12 +23,18 @@
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#define LOCALCHARACTER_HPP_
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#include "base_character.hpp"
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#include "bounding_box.hpp"
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#include "vector2.hpp"
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#include <list>
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class LocalCharacter: public BaseCharacter {
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public:
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LocalCharacter() = default;
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virtual ~LocalCharacter() = default;
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bool ProcessCollisionGrid(std::list<BoundingBox>);
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private:
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//NOTE: NO MEMBERS
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};
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@@ -157,7 +157,10 @@ void InWorld::Update() {
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std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
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//process the collisions
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std::cout << "boxList.size(): " << boxList.size() << std::endl;
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if (localCharacter->ProcessCollisionGrid(boxList)) {
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localCharacter->CorrectSprite();
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SendLocalCharacterMotion();
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}
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//update the camera
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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@@ -672,6 +675,11 @@ void InWorld::HandleCharacterSetRoom(CharacterPacket* const argPacket) {
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}
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void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
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//TODO: Authentication
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if (argPacket->characterIndex == characterIndex) {
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return;
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}
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//check that this character exists
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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if (characterIt != characterMap.end()) {
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@@ -683,6 +691,11 @@ void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
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}
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void InWorld::HandleCharacterSetMotion(CharacterPacket* const argPacket) {
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//TODO: Authentication
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if (argPacket->characterIndex == characterIndex) {
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return;
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}
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//check that this character exists
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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if (characterIt != characterMap.end()) {
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@@ -719,10 +732,10 @@ std::list<BoundingBox> InWorld::GenerateCollisionGrid(Entity* ptr, int tileWidth
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//NOTE: for loops were too dense to work with, so I've just used while loops
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//outer loop
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wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x) - wallBounds.w;
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wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x);
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while(wallBounds.x < (ptr->GetOrigin() + ptr->GetBounds()).x + ptr->GetBounds().w) {
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y) - wallBounds.h;
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wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
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while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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