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