diff options
Diffstat (limited to 'src/world.c')
-rw-r--r-- | src/world.c | 66 |
1 files changed, 44 insertions, 22 deletions
diff --git a/src/world.c b/src/world.c index 17e35b9..65a2095 100644 --- a/src/world.c +++ b/src/world.c @@ -51,40 +51,62 @@ void drawWorld(World *world) } } +int intersects(Vector3 h1, Vector3 h2, Vector3 pos1, Vector3 pos2) +{ + return ( + pos1.x <= h2.x+pos2.x && + h1.x+pos1.x >= h2.x && + pos1.y <= h2.y+pos2.y && + h1.y+pos1.y >= h2.y && + pos1.z <= h2.z+pos2.z && + h1.z+pos1.z >= h2.z + ); +} + void handleCollision(World *world, Player *player) { int posX, posY, posZ; posX = (int)player->pos.x; posY = (int)player->pos.y; posZ = (int)player->pos.z; - //Floor check: - if (world->map[posY][posX][posZ]!=0) { - player->is_on_floor=1; - if (player->velocity.y < 0.0f) { - player->velocity.y = 0.0f; + player->is_on_floor=0; + for(int x=-1;x<2;x++) + for(int y=-1;y<2;y++) + for(int z=-1;z<2;z++) { + int cPosX, cPosY, cPosZ; + cPosX = posX+x; + cPosY = posY+y; + cPosZ = posZ+z; + if (world->map[cPosY][cPosX][cPosZ]!=0) { + int inter = intersects( + player->hitbox, + (Vector3){1.0f, 1.0f, 1.0f}, + player->pos, + (Vector3){ + (float)cPosX, + (float)cPosY-1, + (float)cPosZ, + } + ); + if (inter) { + player->velocity.y=0.0f; + player->pos.y=cPosY+1.0f; + player->is_on_floor=1; + } } - } else { - player->is_on_floor=0; - } - if (world->map[posY][posX][posZ]!=0 - && (float)posY!=player->pos.y) { - player->camera.position.y=(float)posY+2; - //player->velocity.y = 0.0f; } } void handleGravity(World *world, Player *player) { - if (player->velocity.y > 0.0f) { - player->velocity.y *= 0.9f; - } - if (player->velocity.y <= 0.1f && player->velocity.y > 0.0f) { - player->velocity.y = 0.0f; - } + //if (player->velocity.y > 0.0f) { + // player->velocity.y *= 0.9f; + //} int posX, posY, posZ; posX = (int)player->pos.x; posY = (int)player->pos.y; posZ = (int)player->pos.z; + player->velocity.y -= 0.01f; printf( "Player.pos.y:\t%d\n" "Player.pos.x:\t%d\n" @@ -94,8 +116,8 @@ void handleGravity(World *world, Player *player) posZ ); printf("%d\n", (int)world->map[posY][posX][posZ]); - if (player->velocity.y <= 0.0f - && world->map[posY][posX][posZ]==0) { - player->velocity.y -= 0.1f; - } + //if (player->velocity.y <= 0.0f + //&& world->map[posY][posX][posZ]==0) { + // player->velocity.y -= 0.01f; + //} } |