Mario: better side collision handling

This commit is contained in:
2021-05-27 16:33:00 +02:00
parent 6e61eb03b9
commit b8c56c06fd
3 changed files with 21 additions and 15 deletions
+14 -12
View File
@@ -12,18 +12,21 @@ Mario::Mario(const std::shared_ptr< SDLPP::Renderer > &renderer) : SDLPP::Rectan
setMovement( 0, 0 );
setMovementSpeed( 1 );
auto bottom_detect = SDLPP::RectColider( 0.2, 1, 0.6, 0, MARIO_FLOOR_DETECT );
bottom_detect.setColor("#FF0000");
bottom_detect.setOutlineColor("#FF0000");
bottom_detect.setMinHeight(1);
addCollision(bottom_detect);
addCollision(
SDLPP::RectColider( 0.05, 0.1, 0.1, 0.89, MARIO_LEFT_SIDE_DETECT ) );
SDLPP::RectColider( 0, 0.1, 0.1, 0.85, MARIO_LEFT_SIDE_DETECT ) );
addCollision(
SDLPP::RectColider( 0.85, 0.1, 0.1, 0.89, MARIO_RIGHT_SIDE_DETECT ) );
SDLPP::RectColider( 0.9, 0.1, 0.1, 0.85, MARIO_RIGHT_SIDE_DETECT ) );
addCollision(
SDLPP::RectColider( 0.05, 0, 0.1, 0.1, MARIO_TOP_LEFT_DETECT ) );
SDLPP::RectColider( 0, 0, 0.1, 0.1, MARIO_TOP_LEFT_DETECT ) );
addCollision(
SDLPP::RectColider( 0.85, 0, 0.1, 0.1, MARIO_TOP_LEFT_DETECT ) );
SDLPP::RectColider( 0.9, 0, 0.1, 0.1, MARIO_TOP_LEFT_DETECT ) );
top_collision = std::make_shared<SDLPP::RectColider>( 0.5, 0, 0.2, 0.15, MARIO_TOP_DETECT );
addCollision( top_collision );
setColiderColor("#FF0000");
setStatic( false );
}
void Mario::walkLeft() {
@@ -56,7 +59,7 @@ void Mario::setStanding() {
}
}
void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_position) {
void Mario::handleVisitor(MarioVisitor &visitor) {
// TODO - https://web.archive.org/web/20130807122227/http://i276.photobucket.com/albums/kk21/jdaster64/smb_playerphysics.png
// handle gravity
on_ground = visitor.isOnGround();
@@ -71,6 +74,10 @@ void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_p
setPos(getPos().getX(), visitor.getGroundY() - BLOCK_SIZE);
}
}
// if we just left ground gravity didn't work in custom_move
if(!on_ground && !jumping && getMovement().getY() == 0) {
addMovement(0, 2*gravity_add_falling);
}
if(visitor.topBlock() && getMovement().getY() < 0) {
resetMovementY();
stop_jump = true;
@@ -78,16 +85,11 @@ void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_p
// make sure Mario isn't stuck inside a wall
// TODO more readable function names
if ( visitor.isStopped() ) {
if(visitor.getStopX() > previous_position.getX())
previous_position = {visitor.getStopX(), previous_position.getY()};
setPos( previous_position.getX(), getPos().getY() );
setPos( visitor.getStopX(), getPos().getY());
} else if ( visitor.canGoLeft() != visitor.canGoRight() ) {
SDLPP::Vec2D<double> next_pos = { visitor.getMovementBlockage().getX() + (visitor.canGoLeft() * -1 + visitor.canGoRight() * 1) * BLOCK_SIZE, getPos().getY() };
if((visitor.canGoLeft() && next_pos.getX() > previous_position.getX()) || (visitor.canGoRight() && next_pos.getX() < previous_position.getX())) {
next_pos = previous_position;
}
setPos(next_pos);
} else if (visitor.moveTop() && (jumping && !stop_jump)) {
} else if (visitor.moveTop() && jumping && !stop_jump) {
auto objPos = visitor.getRightLeftPos();
if(objPos.getX() < getPos().getX()) {
setPos( objPos.getX() + BLOCK_SIZE, getPos().getY() );