Readd wall corner collisions

This commit is contained in:
2021-11-19 22:43:46 +00:00
parent 5658692ee4
commit 51d89982ed
8 changed files with 49 additions and 21 deletions
+19 -10
View File
@@ -2,6 +2,7 @@
module Dodge.WallCreatureCollisions
( colCrsWalls
, colCrWall
, pushCreatureOutFromWalls
) where
import Dodge.Data
--import Dodge.Data.DamageType
@@ -23,11 +24,13 @@ colCrWall :: World -> Creature -> Creature
colCrWall w c
| noclipIsOn && _crID c == 0 = c -- for noclip
| p1 == p2 = pushOrCrush ls c
| _crPos c' == _crPos c'' = c'
| otherwise = c & crPos .~ _crOldPos c
-- | _crPos c' == _crPos c'' = c'
-- | otherwise = c & crPos .~ _crOldPos c
| otherwise = c'
where
c'' = c' & crPos %~ pushOutFromWalls rad ls
c' = c & crPos %~ pushOutFromWalls' rad (reverse ls)
-- c'' = c' & crPos %~ pushOutFromWalls rad ls
--c' = c & crPos %~ pushOutFromWalls' rad (reverse ls)
c' = c & crPos %~ pushOutFromCorners rad (reverse ls)
. pushOutFromWalls rad ls
. flip (collidePointWalls p1) wls -- check push throughs
rad = _crRad c + wallBuffer
@@ -42,6 +45,9 @@ colCrWall w c
wallBuffer :: Float
wallBuffer = 0
pushCreatureOutFromWalls :: [(Point2,Point2)] -> Creature -> Creature
pushCreatureOutFromWalls ls cr = cr & crPos %~ pushOutFromWalls (_crRad cr) ls
-- the following tests whether or not a point is on a wall, and if so pushes it
-- out from the wall
-- this is then repeated if the point ends up on a new wall
@@ -91,8 +97,11 @@ pushOutFromWall' rad cp2 (wp1,wp2)
--isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
isOnWall = circOnSeg wp1 wp2 cp2 rad
--pushOutFromCorners :: World -> Creature -> Creature
--pushOutFromCorners w cr = cr & crPos .~ newPos
pushOutFromCorners :: Float -> [(Point2,Point2)] -> Point2 -> Point2
pushOutFromCorners r ls p = foldr (intersectCirclePoint r) p (map fst ls)
--pushOutFromCorners' :: World -> Creature -> Creature
--pushOutFromCorners' w cr = cr & crPos .~ newPos
-- where
-- newPos = foldr (intersectCirclePoint (_crRad cr)) (_crPos cr) ls
-- ls = nub . concatMap (\(x,y) -> [x,y]) . IM.elems $ _wlLine <$> wallsNearPoint (_crPos cr) w
@@ -101,7 +110,7 @@ pushOutFromWall' rad cp2 (wp1,wp2)
--collideCorners rad ps p2 = foldr (intersectCirclePoint rad) p2 ps
---- collide circles with points (outer corners)
--intersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
--intersectCirclePoint rad p cCen
-- | dist cCen p > rad = cCen
-- | otherwise = p +.+ (rad *.* errorNormalizeV 65 (cCen -.- p))
intersectCirclePoint :: Float -> Point2 -> Point2 -> Point2
intersectCirclePoint rad p cCen
| dist cCen p > rad = cCen
| otherwise = p +.+ (rad *.* errorNormalizeV 65 (cCen -.- p))