Made the hurt hazard work better.

This commit is contained in:
2023-04-01 23:52:34 -07:00
parent 55dc3dc943
commit 765f506db1
15 changed files with 128 additions and 64 deletions

View File

@ -6,6 +6,7 @@
#pragma once
#include "Collider2D.hpp"
#include "physics/2d/Box.hpp"
#include "physics/2d/Physics2D.hpp"
namespace Dawn {
class BoxCollider : public Collider2D {

View File

@ -16,10 +16,6 @@ void CharacterController2D::onStart() {
useEvent([&](float_t delta){
// Common variables
auto myCollider = item->getComponent<Collider2D>();
glm::vec2 currentPosition(
this->transform->getLocalPosition().x,
this->transform->getLocalPosition().z
);
// Friction
velocity -= velocity * friction * delta;
@ -40,7 +36,7 @@ void CharacterController2D::onStart() {
while(itColliders != allColliders.end()) {
auto c = *itColliders;
++itColliders;
if(c->item == this->item) continue;
if(c->item == this->item || c->transform->isChildOf(this->transform)) continue;
result = c->getCollidingResult(
velocity,
myCollider,
@ -66,10 +62,10 @@ void CharacterController2D::onStart() {
}
}
if(
mathAbs<float_t>(moveAmount.x) <= 0.001f &&
mathAbs<float_t>(moveAmount.y) <= 0.001f
) return;
// if(
// mathAbs<float_t>(moveAmount.x) <= 0.001f &&
// mathAbs<float_t>(moveAmount.y) <= 0.001f
// ) return;
transform->setLocalPosition(
transform->getLocalPosition() + (glm::vec3(moveAmount.x, 0, moveAmount.y) * delta)
@ -81,7 +77,7 @@ void CharacterController2D::onStart() {
while(itTriggers != allTriggers.end()) {
auto c = *itTriggers;
++itTriggers;
if(c->item == this->item) continue;
if(c->item == this->item || c->transform->isChildOf(this->transform)) continue;
if(c->getCollidingResult(myCollider)) {
c->eventTriggerEnter.invoke(this);
}

View File

@ -29,8 +29,7 @@ bool_t SolidController2D::getCollidingResult(
assertNotNull(movingObject);
if(movement.x == 0 && movement.y == 0) return false;
auto localPos = movingObject->transform->getWorldPosition();
glm::vec2 myPos(localPos.x, localPos.z);
auto myPos = physics3Dto2D(movingObject->transform->getWorldPosition());
// Check what the moving object is
switch(movingObject->getColliderType()) {
@ -43,8 +42,7 @@ bool_t SolidController2D::getCollidingResult(
case COLLIDER2D_TYPE_BOX: {
auto box2 = dynamic_cast<BoxCollider*>(this->collider);
assertNotNull(box2);
auto localPos2 = box2->transform->getWorldPosition();
glm::vec2 otherPos(localPos2.x, localPos2.z);
auto otherPos = physics3Dto2D(box2->transform->getWorldPosition());
return boxCheckCollision(
myPos, box1->min, box1->max,

View File

@ -32,8 +32,8 @@ bool_t TriggerController2D::getCollidingResult(Collider2D* movingObject) {
auto box2 = dynamic_cast<BoxCollider*>(collider);
assertNotNull(box2);
return boxIsBoxColliding(
box1->transform->getWorldPosition(), box1->min, box1->max,
box2->transform->getWorldPosition(), box2->min, box2->max
physics3Dto2D(box1->transform->getWorldPosition()), box1->min, box1->max,
physics3Dto2D(box2->transform->getWorldPosition()), box2->min, box2->max
);
}

View File

@ -13,7 +13,6 @@ namespace Dawn {
class TriggerController2D : public SceneItemComponent {
public:
Collider2D *collider = nullptr;
StateEvent<CharacterController2D*> eventTriggerEnter;
TriggerController2D(SceneItem *i);