From ca4935cb65325edbd45d4a3aacc921ea9ed9483b Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Sat, 20 Feb 2021 13:19:15 -0500 Subject: Added enclosure zones A sprite with an enclosure zone will collide with it if it attempts to leave the area defined by the zone. This is used to make sure that wandering sprites don't end up in weird places. --- src/transform_system.cpp | 37 +++++++++++++++++++++++++++++++++++++ 1 file changed, 37 insertions(+) (limited to 'src/transform_system.cpp') diff --git a/src/transform_system.cpp b/src/transform_system.cpp index 1d4a9f3..b5e9b7c 100644 --- a/src/transform_system.cpp +++ b/src/transform_system.cpp @@ -67,6 +67,11 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire vec2i oldTileDR = oldColDR / map.getTileSize(); vec2i newTileDR = newColDR / map.getTileSize(); + const Zone* enclosureZone = nullptr; + if (!sprite.enclosureZone.empty()) { + enclosureZone = &map.getZone(sprite.enclosureZone); + } + if (dirHasDir(sprite.dir, Direction::right)) { if (newTileDR.x() > oldTileDR.x() && newColDR.x() < mapBounds.w()) { @@ -80,6 +85,14 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire } } + if (!result.horiz.blocked && enclosureZone) { + if (oldColDR.x() <= enclosureZone->dr.x() && + newColDR.x() > enclosureZone->dr.x()) { + result.horiz.blocked = true; + result.horiz.dir = Direction::right; + } + } + if (!result.horiz.blocked) { auto it = rightCollidables_.lower_bound({oldColDR.x(), INT_MAX}); for (; @@ -113,6 +126,14 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire } } + if (!result.horiz.blocked && enclosureZone) { + if (oldColUL.x() >= enclosureZone->ul.x() && + newColUL.x() < enclosureZone->ul.x()) { + result.horiz.blocked = true; + result.horiz.dir = Direction::left; + } + } + if (!result.horiz.blocked) { auto it = leftCollidables_.lower_bound({oldColUL.x(), 0}); for (; @@ -146,6 +167,14 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire } } + if (!result.vert.blocked && enclosureZone) { + if (oldColDR.y() <= enclosureZone->dr.y() && + newColDR.y() > enclosureZone->dr.y()) { + result.vert.blocked = true; + result.vert.dir = Direction::down; + } + } + if (!result.vert.blocked) { auto it = downCollidables_.lower_bound({oldColDR.y(), INT_MAX}); for (; @@ -179,6 +208,14 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire } } + if (!result.vert.blocked && enclosureZone) { + if (oldColUL.y() >= enclosureZone->ul.y() && + newColUL.y() < enclosureZone->ul.y()) { + result.vert.blocked = true; + result.vert.dir = Direction::up; + } + } + if (!result.vert.blocked) { auto it = upCollidables_.lower_bound({oldColUL.y(), 0}); for (; -- cgit 1.4.1