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authorMatthias Schiffer <mschiffer@universe-factory.net>2018-11-05 19:59:39 +0100
committerMatthias Schiffer <mschiffer@universe-factory.net>2018-11-05 19:59:39 +0100
commitfd59aaa55c39c583af86f4dc059cbe9cedd085d2 (patch)
tree7e19b71ce1ecdf616f230ecd271400141b3e6503 /src/controller
parent9be9f8e73940f1a38410575557fcd57cc620a8f4 (diff)
downloadrpgedit-fd59aaa55c39c583af86f4dc059cbe9cedd085d2.tar
rpgedit-fd59aaa55c39c583af86f4dc059cbe9cedd085d2.zip
More generic collision handling
Diffstat (limited to 'src/controller')
-rw-r--r--src/controller/gamecontext.ts19
1 files changed, 13 insertions, 6 deletions
diff --git a/src/controller/gamecontext.ts b/src/controller/gamecontext.ts
index cfdcda5..4ae449a 100644
--- a/src/controller/gamecontext.ts
+++ b/src/controller/gamecontext.ts
@@ -6,7 +6,9 @@ import { loadMap } from '../view/map';
import { Renderer } from '../view/renderer/renderer';
import { SpriteView } from '../view/sprite';
+import { Collidable } from '../math/collision';
import { LineSegment, Movement } from '../math/line';
+import { Point } from '../math/point';
import { getJSON } from '../util';
import { vec2 } from 'gl-matrix';
@@ -24,8 +26,8 @@ export class GameContext {
);
}
- private static mkCollision(collision: Collision[]): LineSegment[] {
- const ret: LineSegment[] = [];
+ private static mkCollision(collision: Collision[]): Collidable[] {
+ const ret: Collidable[] = [];
for (const c of collision) {
switch (c.type) {
@@ -39,13 +41,18 @@ export class GameContext {
ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
prev = v;
}
+
+ for (const v of c.vertices) {
+ ret.push(new Point(vec2.clone(v)));
+ prev = v;
+ }
}
}
return ret;
}
- private static async loadMap(renderer: Renderer): Promise<[SpriteView, LineSegment[]]> {
+ private static async loadMap(renderer: Renderer): Promise<[SpriteView, Collidable[]]> {
const map = new MapData(await getJSON('resources/map/test.json'));
return [await loadMap(renderer, map), this.mkCollision(map.collision)];
}
@@ -53,7 +60,7 @@ export class GameContext {
private time: number|null = null;
private readonly tick = 10; // ms per tick
- private readonly speed = 0.05; // movement per tick
+ private readonly speed = 0.04; // movement per tick
private readonly maxSkip = 20; // maximum ticks to process in a single render step
private readonly input: DirectionHandler;
@@ -67,7 +74,7 @@ export class GameContext {
private readonly renderer: Renderer,
private readonly mapView: SpriteView,
private readonly entity: SpriteView,
- private readonly collision: LineSegment[],
+ private readonly collision: Collidable[],
) {
this.input = new DirectionHandler();
this.input.addListener((v) => {
@@ -102,7 +109,7 @@ export class GameContext {
const move = new Movement(this.entityPos, dest);
for (const c of this.collision) {
- if (!c.collidesMoveCircle(dest2, move, this.collisionRadius))
+ if (!c.collide(dest2, move, this.collisionRadius))
continue;
if (!vec2.exactEquals(dest, dest2)) {