When creating a brick object to handle tiles with attribute brick the iced image...
[supertux.git] / src / supertux / collision.cpp
index 8ac4820..4e1c601 100644 (file)
@@ -54,7 +54,7 @@ bool rectangle_aatriangle(Constraints* constraints, const Rectf& rect,
     return false;
 
   Vector normal;
-  float c;
+  float c = 0.0;
   Vector p1;
   Rectf area;
   switch(triangle.dir & AATriangle::DEFORM_MASK) {
@@ -62,19 +62,19 @@ bool rectangle_aatriangle(Constraints* constraints, const Rectf& rect,
       area.p1 = triangle.bbox.p1;
       area.p2 = triangle.bbox.p2;
       break;
-    case AATriangle::DEFORM1:
+    case AATriangle::DEFORM_BOTTOM:
       area.p1 = Vector(triangle.bbox.p1.x, triangle.bbox.p1.y + triangle.bbox.get_height()/2);
       area.p2 = triangle.bbox.p2;
       break;
-    case AATriangle::DEFORM2:
+    case AATriangle::DEFORM_TOP:
       area.p1 = triangle.bbox.p1;
       area.p2 = Vector(triangle.bbox.p2.x, triangle.bbox.p1.y + triangle.bbox.get_height()/2);
       break;
-    case AATriangle::DEFORM3:
+    case AATriangle::DEFORM_LEFT:
       area.p1 = triangle.bbox.p1;
       area.p2 = Vector(triangle.bbox.p1.x + triangle.bbox.get_width()/2, triangle.bbox.p2.y);
       break;
-    case AATriangle::DEFORM4:
+    case AATriangle::DEFORM_RIGHT:
       area.p1 = Vector(triangle.bbox.p1.x + triangle.bbox.get_width()/2, triangle.bbox.p1.y);
       area.p2 = triangle.bbox.p2;
       break;
@@ -123,17 +123,19 @@ bool rectangle_aatriangle(Constraints* constraints, const Rectf& rect,
     set_rectangle_rectangle_constraints(constraints, rect, area);
   } else {
     if(outvec.x < 0) {
-      constraints->min_right(rect.get_right() + outvec.x);
+      constraints->constrain_right(rect.get_right() + outvec.x, addl_ground_movement.x);
+      constraints->hit.right = true;
     } else {
-      constraints->max_left(rect.get_left() + outvec.x);
+      constraints->constrain_left(rect.get_left() + outvec.x, addl_ground_movement.x);
+      constraints->hit.left = true;
     }
 
     if(outvec.y < 0) {
-      constraints->min_bottom(rect.get_bottom() + outvec.y);
+      constraints->constrain_bottom(rect.get_bottom() + outvec.y, addl_ground_movement.y);
       constraints->hit.bottom = true;
       constraints->ground_movement += addl_ground_movement;
     } else {
-      constraints->max_top(rect.get_top() + outvec.y);
+      constraints->constrain_top(rect.get_top() + outvec.y, addl_ground_movement.y);
       constraints->hit.top = true;
     }
     constraints->hit.slope_normal = normal;
@@ -154,19 +156,19 @@ void set_rectangle_rectangle_constraints(Constraints* constraints,
   float horiz_penetration = std::min(ileft, iright);
   if(vert_penetration < horiz_penetration) {
     if(itop < ibottom) {
-      constraints->min_bottom(r2.get_top());
+      constraints->constrain_bottom(r2.get_top(), addl_ground_movement.y);
       constraints->hit.bottom = true;
       constraints->ground_movement += addl_ground_movement;
     } else {
-      constraints->max_top(r2.get_bottom());
+      constraints->constrain_top(r2.get_bottom(), addl_ground_movement.y);
       constraints->hit.top = true;
     }
   } else {
     if(ileft < iright) {
-      constraints->min_right(r2.get_left());
+      constraints->constrain_right(r2.get_left(), addl_ground_movement.x);
       constraints->hit.right = true;
     } else {
-      constraints->max_left(r2.get_right());
+      constraints->constrain_left(r2.get_right(), addl_ground_movement.x);
       constraints->hit.left = true;
     }
   }