diff --git a/src/main.rs b/src/main.rs index c70a478e..3cb6e66d 100644 --- a/src/main.rs +++ b/src/main.rs @@ -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)> = 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(); diff --git a/src/player.rs b/src/player.rs index 070d65b1..aaada818 100644 --- a/src/player.rs +++ b/src/player.rs @@ -11,12 +11,19 @@ pub struct Player<'s> { head: CircleShape<'s>, delta: Vector2, pub pos: Vector2, + + default_impulse: f32, } impl<'s> Player<'s> { pub fn impulse(&mut self, delta_v: &Vector2) { - 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) { + 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 { - 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} } }