Move the player inside World

This commit is contained in:
crumblingstatue 2023-04-08 22:10:10 +02:00
parent 4fd826c218
commit 390a4d45d2
6 changed files with 54 additions and 46 deletions

View file

@ -110,21 +110,22 @@ impl App {
} else {
3.0
};
self.game.player.hspeed = 0.;
self.game.world.player.hspeed = 0.;
if self.input.down(Key::A) {
self.game.player.hspeed = -spd;
self.game.world.player.hspeed = -spd;
}
if self.input.down(Key::D) {
self.game.player.hspeed = spd;
self.game.world.player.hspeed = spd;
}
if self.input.down(Key::W) && self.game.player.can_jump() {
self.game.player.vspeed = -10.0;
self.game.player.jumps_left = 0;
if self.input.down(Key::W) && self.game.world.player.can_jump() {
self.game.world.player.vspeed = -10.0;
self.game.world.player.jumps_left = 0;
}
self.game.player.down_intent = self.input.down(Key::S);
self.game.world.player.down_intent = self.input.down(Key::S);
let terminal_velocity = 60.0;
self.game.player.vspeed = self
self.game.world.player.vspeed = self
.game
.world
.player
.vspeed
.clamp(-terminal_velocity, terminal_velocity);
@ -149,37 +150,37 @@ impl App {
});
});
imm_dbg!(on_screen_tile_ents.len());
self.game
.player
.col_en
.move_y(self.game.player.vspeed, |player_en, off| {
self.game.world.player.col_en.move_y(
self.game.world.player.vspeed,
|player_en, off| {
let mut col = false;
for en in &on_screen_tile_ents {
if player_en.would_collide(&en.col, off) {
if en.platform {
if self.game.player.vspeed < 0. {
if self.game.world.player.vspeed < 0. {
continue;
}
// If the player's feet are below the top of the platform,
// collision shouldn't happen
let player_feet = player_en.pos.y + player_en.bb.y;
if player_feet > en.col.pos.y || self.game.player.down_intent {
if player_feet > en.col.pos.y || self.game.world.player.down_intent
{
continue;
}
}
col = true;
if self.game.player.vspeed > 0. {
self.game.player.jumps_left = 1;
if self.game.world.player.vspeed > 0. {
self.game.world.player.jumps_left = 1;
}
self.game.player.vspeed = 0.;
self.game.world.player.vspeed = 0.;
}
}
col
});
self.game
.player
.col_en
.move_x(self.game.player.hspeed, |player_en, off| {
},
);
self.game.world.player.col_en.move_x(
self.game.world.player.hspeed,
|player_en, off| {
let mut col = false;
for en in &on_screen_tile_ents {
if en.platform {
@ -187,13 +188,14 @@ impl App {
}
if player_en.would_collide(&en.col, off) {
col = true;
self.game.player.hspeed = 0.;
self.game.world.player.hspeed = 0.;
}
}
col
});
self.game.player.vspeed += self.game.gravity;
let (x, y, _w, _h) = self.game.player.col_en.en.xywh();
},
);
self.game.world.player.vspeed += self.game.gravity;
let (x, y, _w, _h) = self.game.world.player.col_en.en.xywh();
self.game.camera_offset.x = (x - rt_size.x as i32 / 2).try_into().unwrap_or(0);
self.game.camera_offset.y = (y - rt_size.y as i32 / 2).try_into().unwrap_or(0);
}
@ -219,8 +221,8 @@ impl App {
mouse_tpos.y / CHUNK_EXTENT as TilePosScalar
);
if self.debug.freecam && self.input.pressed(Key::P) {
self.game.player.col_en.en.pos.x = wpos.x as i32;
self.game.player.col_en.en.pos.y = wpos.y as i32;
self.game.world.player.col_en.en.pos.x = wpos.x as i32;
self.game.world.player.col_en.en.pos.y = wpos.y as i32;
}
if self.input.lmb_down {
let t = self.game.world.tile_at_mut(mouse_tpos, &self.game.worldgen);