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extend moving_object with a collides function that allows an early veto of collision...
author
Matthias Braun
<matze@braunis.de>
Sat, 26 May 2007 14:15:22 +0000
(14:15 +0000)
committer
Matthias Braun
<matze@braunis.de>
Sat, 26 May 2007 14:15:22 +0000
(14:15 +0000)
SVN-Revision: 5018
src/object/invisible_block.cpp
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src/object/invisible_block.hpp
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src/object/magicblock.cpp
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src/object/magicblock.hpp
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src/sector.cpp
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diff --git
a/src/object/invisible_block.cpp
b/src/object/invisible_block.cpp
index
19922bd
..
2e802fc
100644
(file)
--- a/
src/object/invisible_block.cpp
+++ b/
src/object/invisible_block.cpp
@@
-43,20
+43,27
@@
InvisibleBlock::draw(DrawingContext& context)
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
-HitResponse
-InvisibleBlock::colli
sion(GameObject& other, const CollisionHit& hit
)
+bool
+InvisibleBlock::colli
des(GameObject& other, const CollisionHit&
)
{
{
- if (visible) return Block::collision(other, hit);
+ if(visible)
+ return true;
// if we're not visible, only register a collision if this will make us visible
Player* player = dynamic_cast<Player*> (&other);
if ((player)
&& (player->get_movement().y <= 0)
&& (player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0)) {
// if we're not visible, only register a collision if this will make us visible
Player* player = dynamic_cast<Player*> (&other);
if ((player)
&& (player->get_movement().y <= 0)
&& (player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0)) {
- return
Block::collision(other, hit)
;
+ return
true
;
}
}
- return PASSTHROUGH;
+ return false;
+}
+
+HitResponse
+InvisibleBlock::collision(GameObject& other, const CollisionHit& hit)
+{
+ return Block::collision(other, hit);
}
void
}
void
diff --git
a/src/object/invisible_block.hpp
b/src/object/invisible_block.hpp
index
7b32be3
..
85fbb4b
100644
(file)
--- a/
src/object/invisible_block.hpp
+++ b/
src/object/invisible_block.hpp
@@
-28,6
+28,7
@@
public:
InvisibleBlock(const Vector& pos);
virtual void draw(DrawingContext& context);
InvisibleBlock(const Vector& pos);
virtual void draw(DrawingContext& context);
+ virtual bool collides(GameObject& other, const CollisionHit& hit);
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
protected:
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
protected:
diff --git
a/src/object/magicblock.cpp
b/src/object/magicblock.cpp
index
9d0caf8
..
734186f
100644
(file)
--- a/
src/object/magicblock.cpp
+++ b/
src/object/magicblock.cpp
@@
-144,14
+144,16
@@
MagicBlock::draw(DrawingContext& context){
context.draw_filled_rect( get_bbox(), color, layer);
}
context.draw_filled_rect( get_bbox(), color, layer);
}
+bool
+MagicBlock::collides(GameObject& /*other*/, const CollisionHit& /*hit*/)
+{
+ return is_solid;
+}
+
HitResponse
MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
{
HitResponse
MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
{
- if(is_solid) {
- return SOLID;
- } else {
- return PASSTHROUGH;
- }
+ return SOLID;
}
IMPLEMENT_FACTORY(MagicBlock, "magicblock");
}
IMPLEMENT_FACTORY(MagicBlock, "magicblock");
diff --git
a/src/object/magicblock.hpp
b/src/object/magicblock.hpp
index
3509e73
..
64d9add
100644
(file)
--- a/
src/object/magicblock.hpp
+++ b/
src/object/magicblock.hpp
@@
-35,6
+35,7
@@
class MagicBlock: public MovingSprite
public:
MagicBlock(const lisp::Lisp& reader);
public:
MagicBlock(const lisp::Lisp& reader);
+ bool collides(GameObject& other, const CollisionHit& hit);
HitResponse collision(GameObject& other, const CollisionHit& hit);
void update(float elapsed_time);
void draw(DrawingContext& context);
HitResponse collision(GameObject& other, const CollisionHit& hit);
void update(float elapsed_time);
void draw(DrawingContext& context);
diff --git
a/src/sector.cpp
b/src/sector.cpp
index
5ced57b
..
29a0aa1
100644
(file)
--- a/
src/sector.cpp
+++ b/
src/sector.cpp
@@
-889,6
+889,10
@@
void check_collisions(collision::Constraints* constraints,
if(!collision::intersects(r1, r2))
return;
if(!collision::intersects(r1, r2))
return;
+ CollisionHit dummy;
+ if(other != NULL && !other->collides(*object, dummy))
+ return;
+
// calculate intersection
float itop = r1.get_bottom() - r2.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
// calculate intersection
float itop = r1.get_bottom() - r2.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
@@
-915,10
+919,10
@@
void check_collisions(collision::Constraints* constraints,
}
if(other != NULL) {
}
if(other != NULL) {
- CollisionHit dummy;
HitResponse response = other->collision(*object, dummy);
if(response == PASSTHROUGH)
return;
HitResponse response = other->collision(*object, dummy);
if(response == PASSTHROUGH)
return;
+
if(other->get_movement() != Vector(0, 0)) {
// TODO what todo when we collide with 2 moving objects?!?
constraints->ground_movement = other->get_movement();
if(other->get_movement() != Vector(0, 0)) {
// TODO what todo when we collide with 2 moving objects?!?
constraints->ground_movement = other->get_movement();
@@
-1072,12
+1076,19
@@
Sector::collision_object(MovingObject* object1, MovingObject* object2) const
Vector normal;
get_hit_normal(r1, r2, hit, normal);
Vector normal;
get_hit_normal(r1, r2, hit, normal);
+ if(!object1->collides(*object2, hit))
+ return;
+ std::swap(hit.left, hit.right);
+ std::swap(hit.top, hit.bottom);
+ if(!object2->collides(*object1, hit))
+ return;
+ std::swap(hit.left, hit.right);
+ std::swap(hit.top, hit.bottom);
+
HitResponse response1 = object1->collision(*object2, hit);
std::swap(hit.left, hit.right);
std::swap(hit.top, hit.bottom);
HitResponse response2 = object2->collision(*object1, hit);
HitResponse response1 = object1->collision(*object2, hit);
std::swap(hit.left, hit.right);
std::swap(hit.top, hit.bottom);
HitResponse response2 = object2->collision(*object1, hit);
- assert( response1 != SOLID && response1 != PASSTHROUGH );
- assert( response2 != SOLID && response2 != PASSTHROUGH );
if(response1 == CONTINUE && response2 == CONTINUE) {
normal *= (0.5 + DELTA);
object1->dest.move(-normal);
if(response1 == CONTINUE && response2 == CONTINUE) {
normal *= (0.5 + DELTA);
object1->dest.move(-normal);
@@
-1168,8
+1179,10
@@
Sector::collision_static_constrains(MovingObject& object)
if(constraints.right < infinity) {
float width = constraints.right - constraints.left;
if(width + SHIFT_DELTA < owidth) {
if(constraints.right < infinity) {
float width = constraints.right - constraints.left;
if(width + SHIFT_DELTA < owidth) {
+#if 0
printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
constraints.left, constraints.right);
printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
constraints.left, constraints.right);
+#endif
CollisionHit h;
h.left = true;
h.right = true;
CollisionHit h;
h.left = true;
h.right = true;
@@
-1198,7
+1211,9
@@
Sector::collision_static_constrains(MovingObject& object)
if(constraints.bottom < infinity) {
float height = constraints.bottom - constraints.top;
if(height + SHIFT_DELTA < oheight) {
if(constraints.bottom < infinity) {
float height = constraints.bottom - constraints.top;
if(height + SHIFT_DELTA < oheight) {
+#if 0
printf("Object %p crushed vertically...\n", &object);
printf("Object %p crushed vertically...\n", &object);
+#endif
CollisionHit h;
h.top = true;
h.bottom = true;
CollisionHit h;
h.top = true;
h.bottom = true;
@@
-1284,6
+1299,11
@@
Sector::handle_collisions()
CollisionHit hit;
get_hit_normal(moving_object->dest, moving_object_2->dest,
hit, normal);
CollisionHit hit;
get_hit_normal(moving_object->dest, moving_object_2->dest,
hit, normal);
+ if(!moving_object->collides(*moving_object_2, hit))
+ return;
+ if(!moving_object_2->collides(*moving_object, hit))
+ return;
+
moving_object->collision(*moving_object_2, hit);
moving_object_2->collision(*moving_object, hit);
}
moving_object->collision(*moving_object_2, hit);
moving_object_2->collision(*moving_object, hit);
}
@@
-1472,7
+1492,9
@@
Sector::inside(const Rect& rect) const
TileMap* solids = *i;
bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
TileMap* solids = *i;
bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
- if (horizontally && vertically) return true;
+
+ if (horizontally && vertically)
+ return true;
}
return false;
}
}
return false;
}
@@
-1481,10
+1503,14
@@
float
Sector::get_width() const
{
float width = 0;
Sector::get_width() const
{
float width = 0;
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
+ i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
TileMap* solids = *i;
- if ((solids->get_width() * 32 + solids->get_x_offset()) > width) width = (solids->get_width() * 32 + solids->get_x_offset());
+ if ((solids->get_width() * 32 + solids->get_x_offset()) > width) {
+ width = solids->get_width() * 32 + solids->get_x_offset();
+ }
}
}
+
return width;
}
return width;
}
@@
-1492,10
+1518,14
@@
float
Sector::get_height() const
{
float height = 0;
Sector::get_height() const
{
float height = 0;
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
+ i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
TileMap* solids = *i;
- if ((solids->get_height() * 32 + solids->get_y_offset()) > height) height = (solids->get_height() * 32 + solids->get_y_offset());
+ if ((solids->get_height() * 32 + solids->get_y_offset()) > height) {
+ height = solids->get_height() * 32 + solids->get_y_offset();
+ }
}
}
+
return height;
}
return height;
}