implemented slide
parent
81e242532b
commit
0a8aac2325
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@ -189,13 +189,14 @@ void interpolate_move(object_t* object, float target_x, float target_y, float ma
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while(object->sprite.x != target_x || object->sprite.y != target_y) {
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// move towards target, snap to target if distance is too low
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const float old_x = object->sprite.x, old_y = object->sprite.y;
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float new_x, new_y;
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const float distx = fabsf(object->sprite.x - target_x), disty = fabsf(object->sprite.y - target_y);
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if(distx < fabsf(dx) && disty < fabsf(dy)) {
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object->sprite.x += dx;
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object->sprite.y += dy;
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new_x = object->sprite.x += dx;
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new_y = object->sprite.y += dy;
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} else {
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object->sprite.x = target_x;
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object->sprite.y = target_y;
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new_x = object->sprite.x = target_x;
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new_y = object->sprite.y = target_y;
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}
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// loop over all objects and check collision if applicable
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@ -206,9 +207,20 @@ void interpolate_move(object_t* object, float target_x, float target_y, float ma
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if(_can_collide(other) && object != other && _collision_check(other, object)) {
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object_broadcast_collision(other, object);
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object_broadcast_collision(object, other);
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object->sprite.x = old_x;
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object->sprite.y = old_y;
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return;
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if(slide) {
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object->sprite.x = old_x;
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if(_collision_check(other, object)) {
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object->sprite.x = new_x;
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}
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object->sprite.y = old_y;
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if(_collision_check(other, object)) {
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object->sprite.y = new_y;
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}
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} else {
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object->sprite.x = old_x;
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object->sprite.y = old_y;
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return;
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}
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}
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}
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}
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