Augmented collision detection
This commit is contained in:
52
src/game.c
52
src/game.c
@@ -14,8 +14,8 @@ void game_init(game_t* game, uint16_t ticks_per_sec) {
|
||||
//uart init
|
||||
|
||||
//lcd init
|
||||
LCD_Init();
|
||||
LCD_Clear(GUI_COLOR_BLACK);
|
||||
LCD_Init();
|
||||
LCD_Clear(GUI_COLOR_BLACK);
|
||||
|
||||
//struct init
|
||||
game->state=prestart;
|
||||
@@ -68,7 +68,7 @@ bool game_check_line_collision(player_t* player, point_t start, point_t end, uin
|
||||
return false;
|
||||
}
|
||||
|
||||
bool game_player_check_collision(game_t* game, player_t* player, uint8_t pixels){
|
||||
bool game_check_bounding_collision(game_t* game, player_t* player, uint8_t pixels){
|
||||
|
||||
// Check bounding collision
|
||||
switch(player->direction){
|
||||
@@ -94,7 +94,11 @@ bool game_player_check_collision(game_t* game, player_t* player, uint8_t pixels)
|
||||
break;
|
||||
}
|
||||
|
||||
// Check collision with players (including self)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool game_check_player_collision(game_t* game, player_t* player, uint8_t pixels){
|
||||
// Check for collisions with players (including self)
|
||||
for(int i = 0; i < PLAYER_COUNT; i++){
|
||||
|
||||
player_t* colliding = &(game->player[i]); // pointer to player whose lines we want to check (against opponent or self)
|
||||
@@ -116,6 +120,20 @@ bool game_player_check_collision(game_t* game, player_t* player, uint8_t pixels)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Do all collision checks!
|
||||
bool game_check_collision(game_t* game, player_t* player, uint8_t pixels){
|
||||
|
||||
// Check for collisions with boundings
|
||||
if(game_check_bounding_collision(game, player, pixels)){
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check for collisions with players (including self)
|
||||
if(game_check_player_collision(game, player, pixels)){
|
||||
return true;
|
||||
}
|
||||
|
||||
return false; // no collision!
|
||||
}
|
||||
@@ -146,7 +164,7 @@ bool game_player_update(game_t* game, player_t* player, uint8_t pixels){
|
||||
if(pixels) {
|
||||
|
||||
// Check if a collision is about to happen
|
||||
if(game_player_check_collision(game, player, pixels)){
|
||||
if(game_check_collision(game, player, pixels)){
|
||||
player->state=dead;
|
||||
stateChanged=true;
|
||||
}
|
||||
@@ -229,7 +247,7 @@ bool game_step(game_t* game, uint64_t deltaTime) {
|
||||
game->state = running;
|
||||
game->time = 0;
|
||||
|
||||
LCD_Clear(GUI_COLOR_BLACK);
|
||||
LCD_Clear(GUI_COLOR_BLACK);
|
||||
LCD_DrawRect(TFT_GAME_FIELD_LEFT,
|
||||
TFT_GAME_FIELD_TOP,
|
||||
(TFT_WIDTH - TFT_GAME_FIELD_LEFT - TFT_GAME_FIELD_RIGHT - 1),
|
||||
@@ -249,13 +267,13 @@ bool game_step(game_t* game, uint64_t deltaTime) {
|
||||
|
||||
case running:
|
||||
{
|
||||
uint16_t ticks;
|
||||
uint16_t pixels = 0;
|
||||
uint16_t ticks;
|
||||
uint16_t pixels = 0;
|
||||
|
||||
if(deltaTime) {
|
||||
ticks = game->ticks_leftover + deltaTime;
|
||||
pixels = ticks / game->ticks_per_pixel;
|
||||
game->ticks_leftover = ticks % game->ticks_per_pixel;
|
||||
if(deltaTime) {
|
||||
ticks = game->ticks_leftover + deltaTime;
|
||||
pixels = ticks / game->ticks_per_pixel;
|
||||
game->ticks_leftover = ticks % game->ticks_per_pixel;
|
||||
game->ticks_sum_sec += deltaTime;
|
||||
|
||||
uint16_t new_seconds = game->ticks_sum_sec / game->ticks_per_sec;
|
||||
@@ -269,11 +287,11 @@ bool game_step(game_t* game, uint64_t deltaTime) {
|
||||
LCD_SetTextColor(GUI_COLOR_WHITE);
|
||||
LCD_DisplayStringXY(TFT_GAME_HEADER_TIME_X, TFT_GAME_HEADER_TIME_Y, buf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// For each player do ...
|
||||
bool all_players_dead = true;
|
||||
for(int i = 0; i < PLAYER_COUNT; i++) {
|
||||
for(int i = 0; i < PLAYER_COUNT; i++) {
|
||||
player_t* player = &(game->player[i]);
|
||||
if(game_player_update(game, player, pixels)) { //update player and execute if, when player state has changed
|
||||
static char buf[15];
|
||||
@@ -289,7 +307,7 @@ bool game_step(game_t* game, uint64_t deltaTime) {
|
||||
if(player->state!=dead) {
|
||||
all_players_dead=false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(all_players_dead) {
|
||||
game->state=ended;
|
||||
@@ -297,11 +315,11 @@ bool game_step(game_t* game, uint64_t deltaTime) {
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
case ended:
|
||||
while(!io_button_has_edge(BTN_START));
|
||||
LCD_Clear(GUI_COLOR_BLACK);
|
||||
LCD_Clear(GUI_COLOR_BLACK);
|
||||
game->state= prestart;
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user