Added multidirectional collision detection (only left to detect on wich face and to predict the position)

This commit is contained in:
2022-05-19 10:51:48 +02:00
parent 031fb220cf
commit 2063995dc5
+20 -7
View File
@@ -237,23 +237,36 @@ impl Game{
let posx_2 = posx + bloc.charge.x;
let posy_2 = posy + bloc.charge.y;
for _i in 1..1{
println!("coucou");
let mut range = posx..posx_2;
if posx < posx_2{
range = posx..posx_2;
}else if posx > posx_2 && posx > 0{
range = posx_2..posx;
}else{
//there is not velocity in the x axis
range = posx..posx+1;
}
for tmp_x in posx..posx_2{
for tmp_x in range{
let tmp_y;
tmp_y = posy + (tmp_x-posx)*((posy_2-posy) / (posx_2-posx));
//check the tile in the new Point
//tmp_y = posy + (tmp_x-posx)*((posy_2-posy) / (posx_2-posx));
if posx_2-posx == 0{
tmp_y = posy + (tmp_x-posx)*1;
}else{
tmp_y = posy + (tmp_x-posx)*((posy_2-posy) / (posx_2-posx));
}
//check the tile in the new Point
let tmp_index_2d = Point::new(tmp_x / (WINDOW_WIDTH / map.size.x),tmp_y / (WINDOW_HEIGHT / map.size.y));
let tmp_index_1d = tmp_index_2d.x + map.size.x * tmp_index_2d.y;
match map.grid[tmp_index_1d as usize]{
Tile::Rock =>{
bloc.charge = Point::new(0, 0);
println!("rock");
}
_=>{
//nothing
println!("Not rock");
}
}