#include "collision.h"
-void collision_displace(vec2d *desired_pos,
- jumpnrun_moveable *current,
- rectangle const *obstacle,
- vec2d *inertia_mod) {
- rectangle desired = current->current_box;
+uint8_t collision_displace(vec2d *desired_pos,
+ jumpnrun_moveable *current,
+ rectangle const *obstacle,
+ vec2d *inertia_mod) {
+ rectangle desired = current->hitbox;
rectangle_move_to(&desired, *desired_pos);
if(!rectangle_intersect(obstacle, &desired)) {
- return;
+ return 0;
}
fixed_point x = FIXED_INT(1000), y = FIXED_INT(1000);
fixed_point dx = desired_pos->x, dy = desired_pos->y;
bool bottom_collision = false;
+ uint8_t coll_x = 0;
+ uint8_t coll_y = 0;
+ uint8_t coll = 0;
+
if(fixed_point_le(rectangle_top ( obstacle), rectangle_top(&desired)) &&
fixed_point_gt(rectangle_bottom( obstacle), rectangle_top(&desired)) &&
- fixed_point_lt(rectangle_top (&desired ), rectangle_top(¤t->current_box))) {
+ fixed_point_lt(rectangle_top (&desired ), rectangle_top(¤t->hitbox))) {
- y = fixed_point_sub(rectangle_bottom(obstacle), rectangle_top(&desired));
- dy = rectangle_bottom(obstacle);
+ coll_y = JUMPNRUN_COLLISION_BOTTOM;
+ y = fixed_point_sub(rectangle_bottom(obstacle), rectangle_top(&desired));
+ dy = rectangle_bottom(obstacle);
} else if(fixed_point_gt(rectangle_bottom( obstacle), rectangle_bottom(&desired)) &&
fixed_point_le(rectangle_top ( obstacle), rectangle_bottom(&desired)) &&
- fixed_point_gt(rectangle_top (&desired ), rectangle_top (¤t->current_box))) {
+ fixed_point_gt(rectangle_top (&desired ), rectangle_top (¤t->hitbox))) {
- y = fixed_point_sub(rectangle_bottom(&desired ), rectangle_top ( obstacle));
- dy = fixed_point_sub(rectangle_top ( obstacle), rectangle_height(&desired ));
+ coll_y = JUMPNRUN_COLLISION_TOP;
+ y = fixed_point_sub(rectangle_bottom(&desired ), rectangle_top ( obstacle));
+ dy = fixed_point_sub(rectangle_top ( obstacle), rectangle_height(&desired ));
bottom_collision = true;
}
if(fixed_point_le(rectangle_left ( obstacle), rectangle_left(&desired)) &&
fixed_point_gt(rectangle_right( obstacle), rectangle_left(&desired)) &&
- fixed_point_lt(rectangle_left (&desired ), rectangle_left(¤t->current_box))) {
+ fixed_point_lt(rectangle_left (&desired ), rectangle_left(¤t->hitbox))) {
- x = fixed_point_sub(rectangle_right(obstacle), rectangle_left(&desired));
- dx = rectangle_right(obstacle);
+ coll_x = JUMPNRUN_COLLISION_RIGHT;
+ x = fixed_point_sub(rectangle_right(obstacle), rectangle_left(&desired));
+ dx = rectangle_right(obstacle);
} else if(fixed_point_gt(rectangle_right( obstacle), rectangle_right(&desired)) &&
fixed_point_le(rectangle_left ( obstacle), rectangle_right(&desired)) &&
- fixed_point_gt(rectangle_left (&desired ), rectangle_left (¤t->current_box))) {
+ fixed_point_gt(rectangle_left (&desired ), rectangle_left (¤t->hitbox))) {
- x = fixed_point_sub(rectangle_right(&desired ), rectangle_left ( obstacle));
- dx = fixed_point_sub(rectangle_left ( obstacle), rectangle_width(&desired ));
+ coll_x = JUMPNRUN_COLLISION_LEFT;
+ x = fixed_point_sub(rectangle_right(&desired ), rectangle_left ( obstacle));
+ dx = fixed_point_sub(rectangle_left ( obstacle), rectangle_width(&desired ));
}
if(fixed_point_eq(x, y)) {
desired_pos->x = dx;
desired_pos->y = dy;
+ coll = coll_x | coll_y;
} else if(fixed_point_gt(x, y)) {
desired_pos->y = dy;
inertia_mod->y = FIXED_INT(0);
- current->touching_ground = bottom_collision;
+ if(bottom_collision) {
+ current->flags |= JUMPNRUN_MOVEABLE_TOUCHING_GROUND;
+ } else {
+ current->flags &= ~JUMPNRUN_MOVEABLE_TOUCHING_GROUND;
+ }
+
+ coll = coll_y;
} else {
desired_pos->x = dx;
inertia_mod->x = FIXED_INT(0);
+ coll = coll_x;
}
- return;
+ return coll;
}
-void collisions_tiles_displace(vec2d *desired_position,
+bool collisions_tiles_displace(vec2d *desired_position,
jumpnrun_moveable *thing,
jumpnrun_level const *lv,
jumpnrun_tile_range const *visible_tiles,
};
static int const collision_order[] = { 7, 1, 3, 5, 6, 8, 0, 2 };
- vec2d midpoint = rectangle_mid(&thing->current_box);
+ vec2d midpoint = rectangle_mid(&thing->hitbox);
jumpnrun_tile_position midtile_pos = {
fixed_point_cast_int(fixed_point_div(midpoint.x, FIXED_INT(JUMPNRUN_TILE_PIXEL_WIDTH ))),
}
/* collision: sort by priority (top/bottom, left/right, then diagonal) */
- thing->touching_ground = false;
+ bool lethal = false;
+ thing->flags &= ~JUMPNRUN_MOVEABLE_TOUCHING_GROUND;
for(size_t collision_index = 0; collision_index < ARRAY_SIZE(collision_order); ++collision_index) {
if(collision_tile[collision_order[collision_index]] == -1) {
continue;
}
- rectangle tile_rect = rect_from_tile(&lv->tiles[collision_tile[collision_order[collision_index]]]);
+ jumpnrun_tile *tile_obj = &lv->tiles[collision_tile[collision_order[collision_index]]];
+ rectangle tile_rect = rect_from_tile(tile_obj);
- collision_displace(desired_position, thing, &tile_rect, inertia_mod);
+ uint8_t coll = collision_displace(desired_position, thing, &tile_rect, inertia_mod);
+ if(coll & tile_type(tile_obj)->lethal_sides) {
+ lethal = true;
+ }
}
- rectangle_move_to(&thing->current_box, *desired_position);
+ rectangle_move_to(&thing->hitbox, *desired_position);
+
+ return lethal;
}