fiddling with the movement

master
mitchellhansen 6 years ago
parent 474eb9311e
commit 4d3f48f075

@ -27,6 +27,8 @@ use sfml::system::Vector2 as sfVec2;
use ncollide2d::bounding_volume::{self, AABB, BoundingVolumeInterferencesCollector};
use ncollide2d::partitioning::BVT;
use sfml::graphics::RectangleShape;
use std::{thread, time};
fn main() {
@ -39,12 +41,17 @@ fn main() {
let mut block_sprite = Sprite::new();
block_sprite.set_texture(&spritesheet_text, false);
block_sprite.set_texture_rect(&util::grab_sheet_rec(String::from("blockBrown.png"), &spritesheet_desc));
block_sprite.set_position((70.0, 70.0));
block_sprite.set_position((64.0, 64.0));
let mut block_sprite2 = Sprite::new();
block_sprite2.set_texture(&spritesheet_text, false);
block_sprite2.set_texture_rect(&util::grab_sheet_rec(String::from("blockBrown.png"), &spritesheet_desc));
block_sprite2.set_position((170.0, 170.0));
block_sprite2.set_position((128.0, 64.0));
let mut block_sprite3 = Sprite::new();
block_sprite3.set_texture(&spritesheet_text, false);
block_sprite3.set_texture_rect(&util::grab_sheet_rec(String::from("blockBrown.png"), &spritesheet_desc));
block_sprite3.set_position((192.0, 64.0));
let idx_and_bounding_spheres: Vec<(&Sprite, AABB<f64>)> = vec![
(
@ -65,6 +72,15 @@ fn main() {
na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64))
},
),
(
&block_sprite3,
{
let bounds = &block_sprite3.local_bounds();
let pos = &block_sprite3.position();
bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64))
},
),
];
let bvt = BVT::new_balanced(idx_and_bounding_spheres);
@ -149,6 +165,9 @@ fn main() {
collision_sprite.set_size((collision_rect.width, collision_rect.height));
let ten_millis = time::Duration::from_millis(10);
thread::sleep(ten_millis);
window.clear(&Color::BLACK);
window.draw(&player);
window.draw(&collision_sprite);
@ -156,6 +175,7 @@ fn main() {
if interferences.len() == 0 {
window.draw(&block_sprite);
window.draw(&block_sprite2);
window.draw(&block_sprite3);
}
window.display();

@ -11,12 +11,19 @@ pub struct Player<'s> {
head: CircleShape<'s>,
delta: Vector2<f32>,
pub pos: Vector2<f32>,
default_impulse: f32,
}
impl<'s> Player<'s> {
pub fn impulse(&mut self, delta_v: &Vector2<f32>) {
self.delta.x += delta_v.x * 2.0;
self.delta.y += delta_v.y * 2.0;
self.delta.x += delta_v.x * self.default_impulse;
self.delta.y += delta_v.y * self.default_impulse;
}
pub fn velocity(&mut self, delta_v: &Vector2<f32>) {
self.delta.x = delta_v.x * self.default_impulse;
self.delta.y = delta_v.y * self.default_impulse;
}
pub fn collision(&mut self, objects: &Vec<&Sprite>) -> FloatRect {
@ -25,22 +32,44 @@ impl<'s> Player<'s> {
for i in objects {
match self.head.global_bounds().intersection(&i.global_bounds()) {
Some(r) => {
let tested = &i.global_bounds();
// if r.width > tested.width / 2.0 {
// self.delta.x = 1.0;
// } else if r.width < tested.width / 2.0 {
// self.delta.x = -1.0;
// }
//
// if r.height > tested.height / 2.0 {
// self.delta.y = -1.0;
// } else if r.height < tested.height / 2.0 {
// self.delta.y = 1.0;
// }
//println!("{:?}", r);
collided = r;
Some(overlap) => {
// Get the bounds of the object we're intersecting
let intersector = &i.global_bounds();
let bounding_box = self.head.global_bounds();
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;
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;
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;
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;
reposition.y = intersector.top + intersector.height + 1.0;
}
}
self.head.set_position(reposition);
self.pos = reposition;
self.velocity(&deflection);
collided = overlap;
},
None => continue
}
@ -50,9 +79,9 @@ impl<'s> Player<'s> {
}
pub fn bounding_aabb(&mut self) -> AABB<f64> {
let pos = self.pos;
let a = na::Point2::new(pos.x as f64, pos.y as f64);
let b = na::Point2::new((pos.x + 10.0) as f64, (pos.y + 10.0) as f64);
let bounds = self.head.global_bounds();
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)
}
@ -60,13 +89,18 @@ impl<'s> Player<'s> {
self.pos.x += self.delta.x * delta_t * 1.0;
self.pos.y += self.delta.y * delta_t * 1.0;
let friction = 10.0 * self.delta;
self.delta -= friction * delta_t;
let friction = 10.0;
let ratio = 1.0 / (1.0 + delta_t * friction);
self.delta.x *= ratio;
// Gravity
self.delta.y += 45.0 * delta_t;
self.head.set_position((self.pos.x, self.pos.y));
}
pub fn new() -> Self {
let mut delta = Vector2::new(0.0, 0.0);
let mut pos = Vector2::new(0.0, 0.0);
@ -74,7 +108,8 @@ impl<'s> Player<'s> {
head.set_position((delta.x, delta.y));
head.set_fill_color(&Color::RED);
Self { head, delta, pos }
Self { head, delta, pos,
default_impulse: 40.0}
}
}

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