added interpolate move

pull/5/head
Sara 2023-05-28 23:59:24 +02:00
parent 6c16e8cdbd
commit 17eef0eb20
2 changed files with 59 additions and 7 deletions

View File

@ -67,12 +67,7 @@ void draw_objects() {
}
static inline
short _collision_aabb_aabb(const object_t* a, const object_t* b) {
const float aminx = a->collider.aabb.x + a->sprite.x, aminy = a->collider.aabb.y + a->sprite.x;
const float amaxx = aminx + a->collider.aabb.w, amaxy = aminy + a->collider.aabb.h;
const float bminx = b->collider.aabb.x, bminy = b->collider.aabb.y;
const float bmaxx = b->collider.aabb.x + b->collider.aabb.w, bmaxy = b->collider.aabb.y + b->collider.aabb.h;
int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) {
return
(
(aminx < bmaxx && aminx > bmaxx)
@ -85,6 +80,16 @@ short _collision_aabb_aabb(const object_t* a, const object_t* b) {
);
}
static inline
short _collision_aabb_aabb(const object_t* a, const object_t* b) {
const float aminx = a->collider.aabb.x + a->sprite.x, aminy = a->collider.aabb.y + a->sprite.x;
const float amaxx = aminx + a->collider.aabb.w, amaxy = aminy + a->collider.aabb.h;
const float bminx = b->collider.aabb.x, bminy = b->collider.aabb.y;
const float bmaxx = b->collider.aabb.x + b->collider.aabb.w, bmaxy = b->collider.aabb.y + b->collider.aabb.h;
return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
}
static inline
short _collision_circle_circle(const object_t* a, const object_t* b) {
const float ax = a->sprite.x + a->collider.circle.x, ay = a->sprite.y + a->collider.circle.y,
@ -143,7 +148,7 @@ void update_collision() {
for(int outer = 0; outer < WORLD_NUM_OBJECTS; ++outer) {
object_t* oobject = g_objects + outer;
if(!_can_collide(oobject)) continue;
for(int inner = 0; inner < WORLD_NUM_OBJECTS/2; ++inner) {
for(int inner = 0; inner < WORLD_NUM_OBJECTS; ++inner) {
object_t* iobject = g_objects + inner;
if(!_can_collide(oobject)) continue;
@ -154,3 +159,48 @@ void update_collision() {
}
}
}
object_t* interpolate_move(object_t* object, float target_x, float target_y, float max_step_size) {
// calculate step delta
float dx = target_x - object->sprite.x, dy = target_y - object->sprite.y;
// calculate direction x,y
float m = sqrtf(dx*dx + dy*dy);
dx /= m; dy /= m;
dx *= max_step_size; dy *= max_step_size;
// ensure this object would ever collide
// if it wouldn't collide anyway, just set position
if(_can_collide(object)) {
object->sprite.x = target_x;
object->sprite.y = target_y;
return NULL;
}
/*
* 1. check collision with every other object
* 2. move towards target
*/
while(object->sprite.x != target_x || object->sprite.y != target_y) {
for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
object_t* other = g_objects + i;
if(!_can_collide(other)) continue;
if(object != other && _collision_check(other, object)) {
other->collider.evt_collision(other, object);
object->collider.evt_collision(object, other);
return other;
}
}
// move towards target, snap to target if distance is too low
float distx = fabsf(object->sprite.x - target_x), disty = fabsf(object->sprite.y - target_y);
if(distx < fabsf(dx) && disty < fabsf(dy)) {
object->sprite.x += dx; object->sprite.y += dy;
} else {
object->sprite.x = target_x;
object->sprite.y = target_y;
}
}
// no collision, return nothing
return NULL;
}

View File

@ -61,4 +61,6 @@ void draw_objects();
void update_collision();
object_t* interpolate_move(object_t* object, float target_x, float target_y, float max_step_size);
#endif /* _world_h */