#include "badguy/flame.h"
#include "badguy/mriceblock.h"
#include "badguy/mrbomb.h"
+#include "badguy/dispenser.h"
#include "trigger/sequence_trigger.h"
#include "trigger/secretarea_trigger.h"
return new MrIceBlock(reader);
} else if(name == "mrbomb") {
return new MrBomb(reader);
+ } else if(name == "dispenser") {
+ return new Dispenser(reader);
}
#if 0
else if(badguykind_from_string(name) != BAD_INVALID) {
CollisionHit temphit, hit;
Rectangle dest = object->get_bbox();
dest.move(object->movement);
- hit.depth = -1;
+ hit.time = -1; // represents an invalid value
for(int x = starttilex; x*32 < max_x; ++x) {
for(int y = starttiley; y*32 < max_y; ++y) {
const Tile* tile = solids->get_tile(x, y);
break;
}
- if(Collision::rectangle_aatriangle(temphit, dest, triangle)) {
- if(temphit.depth > hit.depth)
+ if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
+ triangle)) {
+ if(temphit.time > hit.time)
hit = temphit;
}
} else { // normal rectangular tile
Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
- if(Collision::rectangle_rectangle(temphit, dest, rect)) {
- if(temphit.depth > hit.depth)
+ if(Collision::rectangle_rectangle(temphit, dest,
+ object->movement, rect)) {
+ if(temphit.time > hit.time)
hit = temphit;
}
}
}
// did we collide at all?
- if(hit.depth == -1)
+ if(hit.time < 0)
return;
// call collision function
return;
}
// move out of collision and try again
- object->movement += hit.normal * (hit.depth + .001);
+ object->movement += hit.normal * (hit.depth + .05);
collision_tilemap(object, depth+1);
}
dest1.move(object1->get_movement());
Rectangle dest2 = object2->get_bbox();
dest2.move(object2->get_movement());
- if(Collision::rectangle_rectangle(hit, dest1, dest2)) {
- HitResponse response = object1->collision(*object2, hit);
- if(response == ABORT_MOVE) {
- object1->movement = Vector(0, 0);
- } else if(response == CONTINUE) {
- object1->movement += hit.normal * (hit.depth/2 + .001);
- }
+
+ Vector movement = object1->get_movement() - object2->get_movement();
+ if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
+ HitResponse response1 = object1->collision(*object2, hit);
hit.normal *= -1;
- response = object2->collision(*object1, hit);
- if(response == ABORT_MOVE) {
- object2->movement = Vector(0, 0);
- } else if(response == CONTINUE) {
- object2->movement += hit.normal * (hit.depth/2 + .001);
+ HitResponse response2 = object2->collision(*object1, hit);
+
+ if(response1 != CONTINUE) {
+ if(response1 == ABORT_MOVE)
+ object1->movement = Vector(0, 0);
+ if(response2 == CONTINUE)
+ object2->movement += hit.normal * (hit.depth + .05);
+ } else if(response2 != CONTINUE) {
+ if(response2 == ABORT_MOVE)
+ object2->movement = Vector(0, 0);
+ if(response1 == CONTINUE)
+ object1->movement += -hit.normal * (hit.depth + .05);
+ } else {
+ object1->movement += -hit.normal * (hit.depth/2 + .05);
+ object2->movement += hit.normal * (hit.depth/2 + .05);
}
}
}
MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
if(!movingobject)
continue;
-
+
// collision with tilemap
if(! (movingobject->movement == Vector(0, 0)))
collision_tilemap(movingobject, 0);
collision_object(movingobject, movingobject2);
}
-
+
movingobject->bbox.move(movingobject->get_movement());
movingobject->movement = Vector(0, 0);
}