--- /dev/null
+;; Generated by Flexlay Editor
+(supertux-level
+ (version 2)
+ (name (_ "Totem Test"))
+ (author "Marek")
+ (sector
+ (name "main")
+ (gravity 10.000000)
+ (tilemap
+ (layer "background")
+ (solid #f)
+ (speed 1.000000)
+ (width 40)
+ (height 28)
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+ ))
+ (tilemap
+ (layer "interactive")
+ (solid #t)
+ (speed 1.000000)
+ (width 40)
+ (height 28)
+ (tiles
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+ ))
+ (tilemap
+ (layer "foreground")
+ (solid #f)
+ (speed 1.000000)
+ (width 40)
+ (height 28)
+ (tiles
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+ ))
+ (camera
+ (mode "normal")
+ )
+
+ (spawnpoint (name "main") (x 32) (y 576))
+ (background
+ (image "images/background/arctis.jpg")
+ (speed 0.500000)
+ (layer -200)
+ )
+ )
+ )
+
+;; EOF ;;
context.pop_transform();
}
-static const float DELTA = .001;
+static const float DELTA = .1;
void
Sector::collision_tilemap(const Rect& dest, const Vector& movement,
int starttilex = int(x1) / 32;
int starttiley = int(y1) / 32;
int max_x = int(x2);
- // the +1 is somehow needed to make characters stay on the floor
- int max_y = int(y2+1);
+ int max_y = int(y2 + (1 - DELTA));
CollisionHit temphit;
for(int x = starttilex; x*32 < max_x; ++x) {
|| !moving_object_2->is_valid())
continue;
- Rect dest2 = moving_object_2->get_bbox();
- // We're using the old position of the object here,
- // this might seem a bit wrong but improves some situations
- // like stacked boxes and badguys alot
- //
- dest2.move(moving_object_2->get_movement());
+ Rect dest = moving_object_2->dest;
+
Vector rel_movement
= movement - moving_object_2->get_movement();
- //Vector movement =
-
- if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest2)
+
+ if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest)
&& temphit.time > hit.time) {
hit = temphit;
collided_with = moving_object_2;
Vector movement = moving_object->get_movement();
// test if x or y movement is dominant
- if(fabsf(moving_object->get_movement().x) > fabsf(moving_object->get_movement().y)) {
+ if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) {
// test in x direction first, then y direction
moving_object->dest.move(Vector(0, -movement.y));
for(int i = 0; i < 2; ++i) {
- bool res = collision_static(moving_object, /*Vector(movement.x, 0)*/ movement);
+ bool res = collision_static(moving_object, Vector(movement.x, 0));
if(res)
break;
}
moving_object->dest.move(Vector(0, movement.y));
for(int i = 0; i < 2; ++i) {
- bool res = collision_static(moving_object, /*Vector(0, movement.y)*/ movement);
+ bool res = collision_static(moving_object, Vector(0, movement.y));
if(res)
break;
}
// test in y direction first, then x direction
moving_object->dest.move(Vector(-movement.x, 0));
for(int i = 0; i < 2; ++i) {
- bool res = collision_static(moving_object, movement/*Vector(0, movement.y)*/);
+ bool res = collision_static(moving_object, Vector(0, movement.y));
if(res)
break;
}
moving_object->dest.move(Vector(movement.x, 0));
for(int i = 0; i < 2; ++i) {
- bool res = collision_static(moving_object, movement /*Vector(movement.x, 0)*/);
+ bool res = collision_static(moving_object, Vector(movement.x, 0));
if(res)
break;
}