collision work

This commit is contained in:
Fraser Graham 2013-10-21 07:49:56 -07:00
parent 200afffa7f
commit c910902d38
2 changed files with 22 additions and 10 deletions

View File

@ -59,7 +59,7 @@ func (p *player) recv() {
p.ws.Close()
}
func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d) {
func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *player) {
collision := false
intersection_point := v.Point2d{X: 0, Y: 0}
@ -67,15 +67,24 @@ func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point
r_walls := v.Rect2d{A: v.Point2d{X: 0, Y: 0}, B: v.Point2d{X: g.width, Y: g.height}}
collision, _, pos := v.RectIntersection(r_walls, p.Robot.Position, move_vector)
if collision {
return collision, pos
return collision, pos, nil
}
// Check Other Bots
// TODO - FIX THIS
// for player := range g.players {
// if player.Robot.Id == p.Robot.Id {
// continue
// }
// player_rect := v.RectFromPoint(player.Robot.Position, 0.5)
// collision, _, pos := v.RectIntersection(player_rect, p.Robot.Position, move_vector)
// if collision {
// log.Printf("Player Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, player_rect)
// return collision, pos, player
// }
// }
// Check Terrain
// TBD
return collision, intersection_point
return collision, intersection_point, nil
}
func (p *player) Tick(g *game) {
@ -119,13 +128,18 @@ func (p *player) Tick(g *game) {
}
move_vector := new_heading.Scale(p.Robot.Speed * delta)
collision, _ := p.checkCollisions(g, move_vector)
collision, _, hit_player := p.checkCollisions(g, move_vector)
if collision {
// p.Robot.Position = intersection_point
p.Robot.Health -= int(p.Robot.Speed / 10.0)
p.Robot.MoveTo = &p.Robot.Position
p.Robot.Speed = 0
p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
if hit_player != nil {
hit_player.Robot.Health -= int(p.Robot.Speed / 10.0)
hit_player.Robot.Speed = 0
hit_player.Robot.Heading = v.Vector2d{X: 0, Y: 0}
}
} else {
p.Robot.Position = p.Robot.Position.Add(move_vector)
if new_heading.Mag() > 0 {

View File

@ -31,9 +31,7 @@ func (p *Projectile) Tick(g *game) {
}
// Are we going to intersect the destination zone in this tick?
r_dest := v.Rect2d{
A: v.Point2d{X: p.MoveTo.X - 3, Y: p.MoveTo.Y - 3},
B: v.Point2d{X: p.MoveTo.X + 3, Y: p.MoveTo.Y + 3}}
r_dest := v.RectFromPoint(p.MoveTo, 3.0)
travel := newPos.Sub(p.Position)
arrived, _, _ := v.RectIntersection(r_dest, p.Position, travel)