yeah that didn't fix it

master
mitchellhansen 6 years ago
parent 4d3f48f075
commit 4075c95dff

@ -150,16 +150,16 @@ fn main() {
// intersection test
let mut interferences = Vec::new();
{
let bv = player.bounding_aabb();
// Get the AABB bounding box
let (bv, _) = player.future_bounding_aabb(delta_time);
let mut thing = BoundingVolumeInterferencesCollector::new(&bv, &mut interferences);
bvt.visit(&mut thing);
}
let collision_rect = player.collision(&interferences, delta_time);
let collision_rect = player.collision(&interferences);
player.update(delta_time);
let mut collision_sprite = RectangleShape::new();
collision_sprite.set_position((collision_rect.left, collision_rect.top));
collision_sprite.set_size((collision_rect.width, collision_rect.height));

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

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