From eb9fa5020317a44f17cc4906c4c1c6fe55700d3e Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Thu, 11 Mar 2021 16:06:19 -0500 Subject: Simplified collision detection output It is no longer split into horizontal and vertical results. Also, the collision detection routine now does the work of calculating an adjusted position, instead of the caller (CharacterSystem) having to do it. This will be useful for #3. --- src/behaviour_system.cpp | 2 +- src/character_system.cpp | 47 +++++++++++---------------- src/input_system.cpp | 18 +++-------- src/transform_system.cpp | 84 +++++++++++++++++++++++++++--------------------- src/transform_system.h | 11 +++---- 5 files changed, 75 insertions(+), 87 deletions(-) diff --git a/src/behaviour_system.cpp b/src/behaviour_system.cpp index f4f7546..ce980f6 100644 --- a/src/behaviour_system.cpp +++ b/src/behaviour_system.cpp @@ -196,7 +196,7 @@ void BehaviourSystem::createPath(int spriteId) { } CollisionResult collision = game_.getSystem().checkCollision(spriteId, searchNode.point, newPos, dir); - if (collision.horiz.blocked || collision.vert.blocked) { + if (collision.blocked) { // There isn't actually an edge to this neighbor. continue; } diff --git a/src/character_system.cpp b/src/character_system.cpp index 548bd9d..10cb06f 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp @@ -154,46 +154,35 @@ void CharacterSystem::tick(double dt) { // Check collision. CollisionResult collision = game_.getSystem().checkCollision(spriteId, sprite.loc, pLoc, sprite.movementDir); - bool blocked = collision.horiz.blocked || collision.vert.blocked; - int colliderSpriteId = (collision.horiz.colliderSprite == -1) ? collision.vert.colliderSprite : collision.horiz.colliderSprite; - if (collision.horiz.blocked && !sprite.clipping) { - pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; - } else if (collision.horiz.colliderSprite != -1) { - Sprite& collider = game_.getSprite(collision.horiz.colliderSprite); - - if (collider.walkthroughScript != "") { - game_.getSystem().runScript(game_.getMap().getName(), collider.walkthroughScript); - } + if (!(collision.blocked && sprite.clipping)) { + pLoc = collision.adjustedLoc; } - if (collision.vert.blocked && !sprite.clipping) { - pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; - } else if (collision.vert.colliderSprite != -1) { - Sprite& collider = game_.getSprite(collision.vert.colliderSprite); + for (int colliderSpriteId : collision.colliders) { + Sprite& collider = game_.getSprite(colliderSpriteId); - if (collider.walkthroughScript != "") { + if (!collider.walkthroughScript.empty()) { game_.getSystem().runScript(game_.getMap().getName(), collider.walkthroughScript); } - } - if (blocked && sprite.characterState == CharacterState::Running && !sprite.clipping) { - stopRunning(spriteId); - game_.getMixer().playSound("../res/sfx/bump.wav"); - } + if (!sprite.bumpPlayerScript.empty()) { + bool bumpedPlayer = collider.player; - if (colliderSpriteId != -1 && !sprite.bumpPlayerScript.empty()) { - Sprite& collider = game_.getSprite(colliderSpriteId); - bool bumpedPlayer = collider.player; + if (!bumpedPlayer && collider.leaderId != -1) { + Sprite& colliderLeader = game_.getSprite(collider.leaderId); + bumpedPlayer = colliderLeader.player; + } - if (!bumpedPlayer && collider.leaderId != -1) { - Sprite& colliderLeader = game_.getSprite(collider.leaderId); - bumpedPlayer = colliderLeader.player; + if (bumpedPlayer) { + game_.getSystem().runScript(game_.getMap().getName(), sprite.bumpPlayerScript); + } } + } - if (bumpedPlayer) { - game_.getSystem().runScript(game_.getMap().getName(), sprite.bumpPlayerScript); - } + if (collision.blocked && sprite.characterState == CharacterState::Running && !sprite.clipping) { + stopRunning(spriteId); + game_.getMixer().playSound("../res/sfx/bump.wav"); } // Move everything diff --git a/src/input_system.cpp b/src/input_system.cpp index 38423a2..c399e91 100644 --- a/src/input_system.cpp +++ b/src/input_system.cpp @@ -87,25 +87,17 @@ void InputSystem::tick(double dt) { vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * LUCAS_MOVEMENT_SPEED); CollisionResult collision = game_.getSystem().checkCollision(spriteId, sprite.loc, checkLoc, sprite.dir); - if (collision.horiz.blocked || collision.vert.blocked) { + if (collision.blocked) { inFrontOfSomething = true; } // If there is a sprite to be interacted with, rotate that sprite so it is facing the player. // Then, run its interaction script if present. - if (collision.horiz.colliderSprite != -1) { - game_.getSystem().setSpriteDirection(collision.horiz.colliderSprite, oppositeDirection(sprite.dir)); + for (int colliderSpriteId : collision.colliders) { + game_.getSystem().setSpriteDirection(colliderSpriteId, oppositeDirection(sprite.dir)); - Sprite& collider = game_.getSprite(collision.horiz.colliderSprite); - if (collider.interactionScript != "") { - game_.getSystem().runScript(game_.getMap().getName(), collider.interactionScript); - activated = true; - } - } else if (collision.vert.colliderSprite != -1) { - game_.getSystem().setSpriteDirection(collision.vert.colliderSprite, oppositeDirection(sprite.dir)); - - Sprite& collider = game_.getSprite(collision.vert.colliderSprite); - if (collider.interactionScript != "") { + Sprite& collider = game_.getSprite(colliderSpriteId); + if (!collider.interactionScript.empty()) { game_.getSystem().runScript(game_.getMap().getName(), collider.interactionScript); activated = true; } diff --git a/src/transform_system.cpp b/src/transform_system.cpp index 4ed47c0..a643255 100644 --- a/src/transform_system.cpp +++ b/src/transform_system.cpp @@ -59,6 +59,7 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 // First check horizontal movement only. vec2i horizMovement = { newLoc.x(), curLoc.y() }; + bool horizBlocked = false; vec2i oldColUL = curLoc + sprite.collisionOffset; vec2i oldColDR = oldColUL + sprite.collisionSize - vec2i{1,1}; @@ -80,23 +81,23 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 newColDR.x() < mapBounds.w()) { for (int y = newTileUL.y(); y <= newTileDR.y(); y++) { if (map.isBlocked(newTileDR.x(), y)) { - result.horiz.blocked = true; - result.horiz.dir = Direction::right; + horizBlocked = true; + result.dir = Direction::right; break; } } } - if (!result.horiz.blocked && enclosureZone) { + if (!horizBlocked && enclosureZone) { if (oldColDR.x() <= enclosureZone->dr.x()-1 && newColDR.x() > enclosureZone->dr.x()-1) { - result.horiz.blocked = true; - result.horiz.dir = Direction::right; + horizBlocked = true; + result.dir = Direction::right; } } - if (!result.horiz.blocked) { + if (!horizBlocked) { auto it = rightCollidables_.lower_bound({oldColDR.x()+1, 0}); for (; (it != std::end(rightCollidables_) && @@ -106,9 +107,9 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 newColUL.y() <= it->second.upper) { int colliderSpriteId = std::get<1>(it->first); Sprite& collider = game_.getSprite(colliderSpriteId); - result.horiz.blocked = collider.solid; - result.horiz.dir = Direction::right; - result.horiz.colliderSprite = colliderSpriteId; + horizBlocked = collider.solid; + result.dir = Direction::right; + result.colliders.push_back(colliderSpriteId); break; } @@ -121,23 +122,23 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 newColUL.x() >= 0) { for (int y = newTileUL.y(); y <= newTileDR.y(); y++) { if (map.isBlocked(newTileUL.x(), y)) { - result.horiz.blocked = true; - result.horiz.dir = Direction::left; + horizBlocked = true; + result.dir = Direction::left; break; } } } - if (!result.horiz.blocked && enclosureZone) { + if (!horizBlocked && enclosureZone) { if (oldColUL.x() >= enclosureZone->ul.x() && newColUL.x() < enclosureZone->ul.x()) { - result.horiz.blocked = true; - result.horiz.dir = Direction::left; + horizBlocked = true; + result.dir = Direction::left; } } - if (!result.horiz.blocked) { + if (!horizBlocked) { auto it = leftCollidables_.lower_bound({oldColUL.x()-1, INT_MAX}); for (; (it != std::end(leftCollidables_) && @@ -147,9 +148,9 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 newColUL.y() <= it->second.upper) { int colliderSpriteId = std::get<1>(it->first); Sprite& collider = game_.getSprite(colliderSpriteId); - result.horiz.blocked = collider.solid; - result.horiz.dir = Direction::left; - result.horiz.colliderSprite = colliderSpriteId; + horizBlocked = collider.solid; + result.dir = Direction::left; + result.colliders.push_back(colliderSpriteId); break; } @@ -161,12 +162,14 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 // taken place (as long as it was not in fact blocked). vec2i effectiveCurLoc = curLoc; vec2i vertMovement = newLoc; - if (result.horiz.blocked) { + if (horizBlocked) { vertMovement.x() = curLoc.x(); } else { effectiveCurLoc.x() = newLoc.x(); } + bool vertBlocked = false; + oldColUL = effectiveCurLoc + sprite.collisionOffset; oldColDR = oldColUL + sprite.collisionSize - vec2i{1,1}; newColUL = vertMovement + sprite.collisionOffset; @@ -182,23 +185,23 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 newColDR.y() < mapBounds.h()) { for (int x = newTileUL.x(); x <= newTileDR.x(); x++) { if (map.isBlocked(x, newTileDR.y())) { - result.vert.blocked = true; - result.vert.dir = Direction::down; + vertBlocked = true; + result.dir = Direction::down; break; } } } - if (!result.vert.blocked && enclosureZone) { + if (!vertBlocked && enclosureZone) { if (oldColDR.y() <= enclosureZone->dr.y()-1 && newColDR.y() > enclosureZone->dr.y()-1) { - result.vert.blocked = true; - result.vert.dir = Direction::down; + vertBlocked = true; + result.dir = Direction::down; } } - if (!result.vert.blocked) { + if (!vertBlocked) { auto it = downCollidables_.lower_bound({oldColDR.y()+1, 0}); for (; (it != std::end(downCollidables_) && @@ -208,9 +211,9 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 newColUL.x() <= it->second.upper) { int colliderSpriteId = std::get<1>(it->first); Sprite& collider = game_.getSprite(colliderSpriteId); - result.vert.blocked = collider.solid; - result.vert.dir = Direction::down; - result.vert.colliderSprite = colliderSpriteId; + vertBlocked = collider.solid; + result.dir = Direction::down; + result.colliders.push_back(colliderSpriteId); break; } @@ -223,23 +226,23 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 newColUL.y() >= 0) { for (int x = newTileUL.x(); x <= newTileDR.x(); x++) { if (map.isBlocked(x, newTileUL.y())) { - result.vert.blocked = true; - result.vert.dir = Direction::up; + vertBlocked = true; + result.dir = Direction::up; break; } } } - if (!result.vert.blocked && enclosureZone) { + if (!vertBlocked && enclosureZone) { if (oldColUL.y() >= enclosureZone->ul.y() && newColUL.y() < enclosureZone->ul.y()) { - result.vert.blocked = true; - result.vert.dir = Direction::up; + vertBlocked = true; + result.dir = Direction::up; } } - if (!result.vert.blocked) { + if (!vertBlocked) { auto it = upCollidables_.lower_bound({oldColUL.y()-1, INT_MAX}); for (; (it != std::end(upCollidables_) && @@ -249,9 +252,9 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 newColUL.x() <= it->second.upper) { int colliderSpriteId = std::get<1>(it->first); Sprite& collider = game_.getSprite(colliderSpriteId); - result.vert.blocked = collider.solid; - result.vert.dir = Direction::up; - result.vert.colliderSprite = colliderSpriteId; + vertBlocked = collider.solid; + result.dir = Direction::up; + result.colliders.push_back(colliderSpriteId); break; } @@ -259,6 +262,13 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i curLoc, vec2 } } + result.adjustedLoc = vertMovement; + if (vertBlocked) { + result.adjustedLoc.y() = effectiveCurLoc.y(); + } + + result.blocked = horizBlocked || vertBlocked; + return result; } diff --git a/src/transform_system.h b/src/transform_system.h index 7fa3423..476b8d8 100644 --- a/src/transform_system.h +++ b/src/transform_system.h @@ -5,6 +5,7 @@ #include #include #include +#include #include "direction.h" #include "system.h" #include "vector.h" @@ -13,15 +14,11 @@ class Game; -struct AxisResult { +struct CollisionResult { Direction dir; bool blocked = false; - int colliderSprite = -1; -}; - -struct CollisionResult { - AxisResult horiz; - AxisResult vert; + std::list colliders; + vec2i adjustedLoc; }; class TransformSystem : public System { -- cgit 1.4.1