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/input_system.cpp | 18 +++++------------- 1 file changed, 5 insertions(+), 13 deletions(-) (limited to 'src/input_system.cpp') 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; } -- cgit 1.4.1