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@ -26,42 +26,47 @@ impl<'s> Player<'s> {
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self.delta.y = delta_v.y * self.default_impulse;
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}
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pub fn collision(&mut self, objects: &Vec<&Sprite>) -> FloatRect {
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pub fn collision(&mut self, objects: &Vec<&Sprite>, delta_t: f32) -> FloatRect {
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let mut collided = FloatRect::new(0.0,0.0,0.0,0.0);
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let (_, future_bounding) = self.future_bounding_aabb(delta_t);
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for i in objects {
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match self.head.global_bounds().intersection(&i.global_bounds()) {
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match future_bounding.intersection(&i.global_bounds()) {
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Some(overlap) => {
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// Get the bounds of the object we're intersecting
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let intersector = &i.global_bounds();
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let bounding_box = self.head.global_bounds();
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let bounding_box = future_bounding;
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let mut deflection = self.delta;
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let mut reposition = self.pos;
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if overlap.width < overlap.height {
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if bounding_box.left + bounding_box.width >= intersector.left &&
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bounding_box.left < intersector.left {
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deflection.x = -0.1;
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deflection.x = -0.1 * delta_t;
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reposition.x = intersector.left - bounding_box.width - 1.0;
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} else if bounding_box.left <= intersector.left + intersector.width &&
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bounding_box.left + bounding_box.width > intersector.left + bounding_box.width {
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deflection.x = 0.1;
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deflection.x = 0.1 * delta_t;
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reposition.x = intersector.left + intersector.width + 1.0;
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}
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} else {
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if bounding_box.top + bounding_box.height >= intersector.top &&
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bounding_box.top < intersector.top {
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deflection.y = -0.1;
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deflection.y = -0.1 * delta_t;
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reposition.y = intersector.top - bounding_box.height - 1.0;
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} else if bounding_box.top <= intersector.top + intersector.height &&
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bounding_box.top + bounding_box.height > intersector.top + bounding_box.height{
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deflection.y = 0.1;
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deflection.y = 0.1 * delta_t;
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reposition.y = intersector.top + intersector.height + 1.0;
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}
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}
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@ -78,23 +83,27 @@ impl<'s> Player<'s> {
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return collided;
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}
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pub fn bounding_aabb(&mut self) -> AABB<f64> {
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let bounds = self.head.global_bounds();
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pub fn future_bounding_aabb(&mut self, delta_t: f32) -> (AABB<f64>, FloatRect) {
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let mut bounds = self.head.global_bounds();
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bounds.left += self.delta.x * delta_t * 8.0;
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bounds.top += self.delta.y * delta_t * 8.0;
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let a = na::Point2::new(bounds.left as f64, bounds.top as f64);
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let b = na::Point2::new((bounds.left + bounds.width) as f64, (bounds.top + bounds.height) as f64);
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AABB::new(a, b)
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(AABB::new(a, b), bounds)
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}
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pub fn update(&mut self, delta_t: f32) {
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self.pos.x += self.delta.x * delta_t * 1.0;
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self.pos.y += self.delta.y * delta_t * 1.0;
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self.pos.x += self.delta.x * delta_t * 8.0;
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self.pos.y += self.delta.y * delta_t * 8.0;
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println!("{:?}", self.delta);
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let friction = 10.0;
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let ratio = 1.0 / (1.0 + delta_t * friction);
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self.delta.x *= ratio;
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self.delta *= ratio;
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// Gravity
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self.delta.y += 45.0 * delta_t;
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// self.delta.y += 45.0 * delta_t;
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self.head.set_position((self.pos.x, self.pos.y));
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}
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@ -109,7 +118,7 @@ impl<'s> Player<'s> {
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head.set_fill_color(&Color::RED);
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Self { head, delta, pos,
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default_impulse: 40.0}
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default_impulse: 10.0}
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}
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}
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