proper player collision and direct hit capability

This commit is contained in:
Fraser Graham
2013-11-06 20:47:40 -08:00
parent 545b68d1d7
commit dfb3dba4f4
3 changed files with 18 additions and 12 deletions
+2 -2
View File
@@ -78,7 +78,7 @@ func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point
player_rect := v.RectFromPoint(player.Robot.Position, 3)
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)
// log.Printf("Player Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, player_rect)
return collision, pos, player
}
}
@@ -87,7 +87,7 @@ func (p *player) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point
for _, obj := range g.obstacles {
collision, _, pos := v.RectIntersection(obj.Bounds, p.Robot.Position, move_vector)
if collision {
log.Printf("Object Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, obj.Bounds)
// log.Printf("Object Collision %v hit %v, rect:%v", p.Robot.Position, move_vector, obj.Bounds)
return collision, pos, nil
}
}