Collision checking will now be done using the move_and_slide function.
Instead of tile_size, now player.size will be used for checking collisions.
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/08 14:14:02 by dkaiser #+# #+# */
-/* Updated: 2024/05/14 14:43:41 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 12:06:35 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
t_vector position;
t_vector direction;
t_vector velocity;
+ t_ivector size;
mlx_image_t *img;
} t_player;
t_vector b_pos, t_ivector b_size);
int check_wall_collision(t_vector a_pos, t_ivector a_size,
t_tilemap *map);
+void move_and_slide(t_player *player, t_tilemap *map);
#endif // SO_LONG_H
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 11:48:59 by dkaiser #+# #+# */
-/* Updated: 2024/05/14 14:59:13 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 12:06:55 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
#include "so_long.h"
static int check_wall_collision_with_cell(t_vector a_pos, t_ivector a_size,
- t_tilemap *map, t_ivector tile);
+ t_tilemap *map, t_ivector tile);
/*
* Checks if a and b are colliding and returns the direction relative to a.
}
return (0);
}
+
+void move_and_slide(t_player *player, t_tilemap *map)
+{
+ t_vector move_pos;
+
+ move_pos.x = player->position.x + player->velocity.x;
+ move_pos.y = player->position.y;
+
+ if ((check_wall_collision(move_pos, player->size, map) & (RIGHT | LEFT)) == 0)
+ player->position.x = move_pos.x;
+ else
+ player->velocity.x = 0;
+
+ move_pos.x = player->position.x;
+ move_pos.y = player->position.y + player->velocity.y;
+ if ((check_wall_collision(move_pos, player->size, map) & (UP | DOWN)) == 0)
+ player->position.y = move_pos.y;
+ else
+ player->velocity.y = 0;
+}
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/09 14:50:09 by dkaiser #+# #+# */
-/* Updated: 2024/05/11 16:23:54 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 12:13:03 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
player = &game->player;
texture = mlx_load_png("textures/player.png");
- player->position.x = game->map.player_start_tile.x * 48;
- player->position.y = game->map.player_start_tile.y * 48;
+ player->position.x = game->map.player_start_tile.x * game->map.grid_size.x;
+ player->position.y = game->map.player_start_tile.y * game->map.grid_size.y;
player->velocity.x = 0;
player->velocity.y = 0;
+ player->size.x = 44;
+ player->size.y = 44;
player->img = mlx_texture_to_image(game->mlx, texture);
- mlx_resize_image(player->img, 48, 48);
+ mlx_resize_image(player->img, player->size.x, player->size.y);
mlx_image_to_window(game->mlx, player->img, player->position.x,
player->position.y);
}
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 12:40:05 by dkaiser #+# #+# */
-/* Updated: 2024/05/14 15:12:28 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 12:03:52 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
void player_process(t_game *game)
{
t_player *player;
- t_vector collision_pos;
- int collision;
player = &game->player;
player->direction = get_direction_from_input(game);
player->velocity.y = player->direction.y * PLAYER_MOVE_SPEED
* game->mlx->delta_time;
- collision_pos.x = player->position.x + player->velocity.x;
- collision_pos.y = player->position.y + player->velocity.y;
- collision = check_wall_collision(collision_pos, game->map.tile_size, &game->map);
- if (collision & LEFT && player->velocity.x < 0)
- player->velocity.x = 0;
- if (collision & RIGHT && player->velocity.x > 0)
- player->velocity.x = 0;
- if (collision & UP && player->velocity.y < 0)
- player->velocity.y = 0;
- if (collision & DOWN && player->velocity.y > 0)
- player->velocity.y = 0;
-
- player->position.x += player->velocity.x;
- player->position.y += player->velocity.y;
+ move_and_slide(player, &game->map);
}
static t_vector get_direction_from_input(t_game *game)