Collide with items

This commit is contained in:
Miloslav Číž 2019-10-22 02:03:44 +02:00
parent 4e65d9f101
commit b5a82403e0

50
main.c
View File

@ -1243,6 +1243,21 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
SFG_pushPlayerAway(x,y,SFG_EXPLOSION_DISTANCE); SFG_pushPlayerAway(x,y,SFG_EXPLOSION_DISTANCE);
} }
/**
Helper function, returns a pointer to level element representing item with
given index, but only if the item is active (otherwise 0 is returned).
*/
static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index)
{
SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
if ((item & SFG_ITEM_RECORD_ACTIVE_MASK) == 0)
return 0;
return &(SFG_currentLevel.levelPointer->elements[item &
~SFG_ITEM_RECORD_ACTIVE_MASK]);
}
/** /**
Performs one game step (logic, physics), happening SFG_MS_PER_FRAME after Performs one game step (logic, physics), happening SFG_MS_PER_FRAME after
previous frame. previous frame.
@ -1501,6 +1516,28 @@ SFG_createProjectile(p);
} }
} }
for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
{
const SFG_LevelElement *e = SFG_getActiveItemElement(i);
if (e != 0)
{
if (SFG_taxicabDistance(
SFG_player.camera.position.x,
SFG_player.camera.position.y,
e->coords[0] * RCL_UNITS_PER_SQUARE,
e->coords[1] * RCL_UNITS_PER_SQUARE)
<= SFG_ELEMENT_COLLISION_DISTANCE)
{
SFG_pushPlayerAway(
e->coords[0] * RCL_UNITS_PER_SQUARE,
e->coords[1] * RCL_UNITS_PER_SQUARE,
SFG_ELEMENT_COLLISION_DISTANCE);
}
}
}
// update projectiles: // update projectiles:
uint8_t substractFrames = uint8_t substractFrames =
@ -1567,18 +1604,13 @@ SFG_createProjectile(p);
if (!eliminate) if (!eliminate)
for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i) for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
{ {
SFG_ItemRecord item = const SFG_LevelElement *e = SFG_getActiveItemElement(i);
SFG_currentLevel.itemRecords[i];
if (item & SFG_ITEM_RECORD_ACTIVE_MASK) if (e != 0)
{ {
SFG_LevelElement e =
SFG_currentLevel.levelPointer->elements[
item & ~SFG_ITEM_RECORD_ACTIVE_MASK];
if (SFG_taxicabDistance(p->position[0],p->position[1], if (SFG_taxicabDistance(p->position[0],p->position[1],
e.coords[0] * RCL_UNITS_PER_SQUARE, e->coords[0] * RCL_UNITS_PER_SQUARE,
e.coords[1] * RCL_UNITS_PER_SQUARE) e->coords[1] * RCL_UNITS_PER_SQUARE)
<= SFG_ELEMENT_COLLISION_DISTANCE) <= SFG_ELEMENT_COLLISION_DISTANCE)
{ {
eliminate = 1; eliminate = 1;