Partial solution for collision problems
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@@ -23,13 +23,48 @@
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#include <iostream>
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bool LocalCharacter::ProcessCollisionGrid(std::list<BoundingBox> boxList) {
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bool LocalCharacter::ProcessCollisionGrid(std::list<BoundingBox> boxList, Uint8* keyState) {
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//skip this if there's no movement
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if (motion == 0) {
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return false;
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}
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//determine the simple movement based on input
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Vector2 newMotion = {0, 0};
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if (keyState[SDLK_w]) {
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newMotion.y -= CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_a]) {
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newMotion.x -= CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_s]) {
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newMotion.y += CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_d]) {
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newMotion.x += CHARACTER_WALKING_SPEED;
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}
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bool ret = false;
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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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//push the character to the closest non-contact position
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//TODO
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//set any motion in that direction to zero
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//TODO
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ret = true;
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}
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}
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return false;
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//handle diagonals
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if (newMotion.x != 0 && newMotion.y != 0) {
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newMotion *= CHARACTER_WALKING_MOD;
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}
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//set the new motion
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motion = newMotion;
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//signal for updates
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return ret;
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}
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