mirror of
https://github.com/stevenhowes/CTheEscape.git
synced 2026-05-27 00:03:27 +01:00
Use different boxes for visual colliding and physical.
This commit is contained in:
+26
-5
@@ -33,6 +33,8 @@ struct TilePlayer_s {
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struct EntityLocation_s lastlocation;
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struct EntityLocation_s hitbox_bl;
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struct EntityLocation_s hitbox_tr;
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struct EntityLocation_s drawbox_bl;
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struct EntityLocation_s drawbox_tr;
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struct EntityLocation_s mapoffset;
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struct EntityLocation_s lastmapoffset;
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struct EntityLocation_s localtile;
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@@ -202,12 +204,20 @@ void game2_setup()
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screen_clear();
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screen_flipbuffer();
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screen_clear();
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TilePlayer.location.X = 125;
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TilePlayer.location.Y = 125;
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TilePlayer.hitbox_bl.X = 0;
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TilePlayer.hitbox_bl.X = 30;
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TilePlayer.hitbox_bl.Y = 0;
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TilePlayer.hitbox_tr.X = 60;
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TilePlayer.hitbox_tr.Y = 50;
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TilePlayer.hitbox_tr.Y = 30;
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TilePlayer.drawbox_bl.X = 5;
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TilePlayer.drawbox_bl.Y = 0;
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TilePlayer.drawbox_tr.X = 60;
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TilePlayer.drawbox_tr.Y = 75;
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memset(map[0],0xFF,100);
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memset(map[1],0xFF,100);
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memset(map[2],0xFF,100);
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@@ -354,8 +364,8 @@ int game2_tick()
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{
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// Finds any tile we collide with
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if(game_hitbox_collide(
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(TilePlayer.location.X + TilePlayer.hitbox_bl.X),(TilePlayer.location.Y + TilePlayer.hitbox_bl.Y),
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(TilePlayer.hitbox_tr.X - TilePlayer.hitbox_bl.X),(TilePlayer.hitbox_tr.Y - TilePlayer.hitbox_bl.Y),
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(TilePlayer.location.X + TilePlayer.drawbox_bl.X),(TilePlayer.location.Y + TilePlayer.drawbox_bl.Y),
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(TilePlayer.hitbox_tr.X - TilePlayer.drawbox_bl.X),(TilePlayer.drawbox_tr.Y - TilePlayer.drawbox_bl.Y),
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x*100,y*100,
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100,100
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))
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@@ -406,7 +416,18 @@ int game2_tick()
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game2_tick_input();
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draw_sprite("man",TilePlayer.location.X,TilePlayer.location.Y);
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draw_rectangle(
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(TilePlayer.location.X + TilePlayer.hitbox_bl.X),
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(TilePlayer.location.Y + TilePlayer.hitbox_bl.Y),
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(TilePlayer.location.X + TilePlayer.hitbox_tr.X),
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(TilePlayer.location.Y + TilePlayer.hitbox_tr.Y)
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);
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draw_rectangle(
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(TilePlayer.location.X + TilePlayer.drawbox_bl.X),
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(TilePlayer.location.Y + TilePlayer.drawbox_bl.Y),
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(TilePlayer.location.X + TilePlayer.drawbox_tr.X),
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(TilePlayer.location.Y + TilePlayer.drawbox_tr.Y)
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);
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return 0;
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}else{
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/* screen_flipbuffer();
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