Added multidirectional collision detection (only left to detect on wich face and to predict the position)
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+20
-7
@@ -237,23 +237,36 @@ impl Game{
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let posx_2 = posx + bloc.charge.x;
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let posy_2 = posy + bloc.charge.y;
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for _i in 1..1{
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println!("coucou");
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let mut range = posx..posx_2;
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if posx < posx_2{
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range = posx..posx_2;
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}else if posx > posx_2 && posx > 0{
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range = posx_2..posx;
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}else{
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//there is not velocity in the x axis
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range = posx..posx+1;
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}
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for tmp_x in posx..posx_2{
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for tmp_x in range{
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let tmp_y;
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tmp_y = posy + (tmp_x-posx)*((posy_2-posy) / (posx_2-posx));
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//check the tile in the new Point
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//tmp_y = posy + (tmp_x-posx)*((posy_2-posy) / (posx_2-posx));
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if posx_2-posx == 0{
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tmp_y = posy + (tmp_x-posx)*1;
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}else{
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tmp_y = posy + (tmp_x-posx)*((posy_2-posy) / (posx_2-posx));
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}
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//check the tile in the new Point
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let tmp_index_2d = Point::new(tmp_x / (WINDOW_WIDTH / map.size.x),tmp_y / (WINDOW_HEIGHT / map.size.y));
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let tmp_index_1d = tmp_index_2d.x + map.size.x * tmp_index_2d.y;
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match map.grid[tmp_index_1d as usize]{
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Tile::Rock =>{
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bloc.charge = Point::new(0, 0);
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println!("rock");
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}
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_=>{
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//nothing
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println!("Not rock");
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}
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}
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