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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-23 10:30:16 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-23 10:30:16 -0500
commitae654356f843bb42a3c72d57b528d87aa63cf66d (patch)
treeeea634cf3c6358775bba463a77ce4e2fa6addc7e /src/character_system.cpp
parent1cf3ccd05b193e6090c3a61c0e2f54524e1a4ba7 (diff)
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Added a clipping mode (for testing!)
This allows walking through solid objects. It can be enabled and disabled using StartClipping() and StopClipping() in the debug console. It should not be used in any actual scripts.
Diffstat (limited to 'src/character_system.cpp')
-rw-r--r--src/character_system.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index 6e15eac..99b6929 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp
@@ -117,7 +117,7 @@ void CharacterSystem::tick(double dt) {
117 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, pLoc, sprite.dir); 117 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, pLoc, sprite.dir);
118 bool blocked = collision.horiz.blocked || collision.vert.blocked; 118 bool blocked = collision.horiz.blocked || collision.vert.blocked;
119 119
120 if (collision.horiz.blocked) { 120 if (collision.horiz.blocked && !sprite.clipping) {
121 pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; 121 pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1;
122 } else if (collision.horiz.colliderSprite != -1) { 122 } else if (collision.horiz.colliderSprite != -1) {
123 Sprite& collider = game_.getSprite(collision.horiz.colliderSprite); 123 Sprite& collider = game_.getSprite(collision.horiz.colliderSprite);
@@ -127,7 +127,7 @@ void CharacterSystem::tick(double dt) {
127 } 127 }
128 } 128 }
129 129
130 if (collision.vert.blocked) { 130 if (collision.vert.blocked && !sprite.clipping) {
131 pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; 131 pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1;
132 } else if (collision.vert.colliderSprite != -1) { 132 } else if (collision.vert.colliderSprite != -1) {
133 Sprite& collider = game_.getSprite(collision.vert.colliderSprite); 133 Sprite& collider = game_.getSprite(collision.vert.colliderSprite);
@@ -137,7 +137,7 @@ void CharacterSystem::tick(double dt) {
137 } 137 }
138 } 138 }
139 139
140 if (blocked && sprite.characterState == CharacterState::Running) { 140 if (blocked && sprite.characterState == CharacterState::Running && !sprite.clipping) {
141 stopRunning(spriteId); 141 stopRunning(spriteId);
142 game_.getMixer().playSound("../res/sfx/bump.wav"); 142 game_.getMixer().playSound("../res/sfx/bump.wav");
143 } 143 }