a-game

2D platformer written from scratch.
git clone git://git.amin.space/a-game.git
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commit 05b02e41bad2755dfca4325ed29859582f2f99a5
parent c4891b75f41e2a026a825a72c941e4e9a975b420
Author: amin <dev@aminmesbah.com>
Date:   Fri, 14 Jun 2019 01:45:41 +0000

Check the tile below a grounded player

This fixes the bug where you walk off a ledge and jump from mid air
because your move_state is still set to 'GROUNDED'.

FossilOrigin-Name: ec8883e2c3aae7449ebee5c9c02a37fd530d03248980a468d362e71284b4779e
Diffstat:
Msrc/game.c | 28++++------------------------
1 file changed, 4 insertions(+), 24 deletions(-)

diff --git a/src/game.c b/src/game.c @@ -263,34 +263,18 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga player->velocity.x = player->velocity.x * friction; } - bool player_is_strictly_within_room = true; - { - rect player_room_bounds = math_minkowski_diff_rect( - (rect) {.min = {0.0f, 0.0f}, .max = {ROOM_TILE_DIM_X, ROOM_TILE_DIM_Y}}, - player->dimensions); - player_is_strictly_within_room = math_in_interval_open(player->pos.local.x, player_room_bounds.min.x, player_room_bounds.max.x) - && math_in_interval_open(player->pos.local.y, player_room_bounds.min.y, player_room_bounds.max.y); - } rect player_rect = math_rect_from_center_dim(player->pos.local, player->dimensions); - // TODO: tune these + // TODO: tune these acceleration rates switch(player->move_state) { case MOVE_STATE_FALLING: player->acceleration.y = -acceleration_rate; break; case MOVE_STATE_GROUNDED: -#if 1 - if (game_input->key_jump) - { - player->acceleration.y = acceleration_rate; - player->move_state = MOVE_STATE_JUMPING; - } -#else - // TODO: do a tile check - if (player_is_strictly_within_room - && entity_is_adjacent_to_solid_tiles(player_rect, current_room->tiles, DIR_DOWN)) + if(entity_is_adjacent_to_solid_tiles(game_state->world, player->pos, player_rect, DIR_DOWN)) { + player->acceleration.y = 0.0f; if (game_input->key_jump) { player->acceleration.y = acceleration_rate; @@ -301,11 +285,9 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga { player->move_state = MOVE_STATE_FALLING; } -#endif break; case MOVE_STATE_CLIMBING: - if (player_is_strictly_within_room - && player->facing == previous_facing_dir + if (player->facing == previous_facing_dir && entity_is_adjacent_to_solid_tiles(game_state->world, player->pos, player_rect, player->facing)) { if (game_input->key_up) @@ -454,12 +436,10 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga { if (edges_collided[RECT_EDGE_TOP] && player->move_state == MOVE_STATE_FALLING) { - printf("Noo! I am stuck on the ground!"); player->move_state = MOVE_STATE_GROUNDED; } else if (edges_collided[RECT_EDGE_LEFT] || edges_collided[RECT_EDGE_RIGHT]) { - printf("Yay! I can climb now!"); player->move_state = MOVE_STATE_CLIMBING; } }