can no longer go outside the grid, widened collision box

This commit is contained in:
2026-02-16 13:02:01 -06:00
parent 7390b1d6da
commit 4876b486a8

View File

@@ -3,8 +3,8 @@ package main
import "core:math"
import "vendor:raylib"
PLAYER_SPRINT_SPEED :: 2.5
PLAYER_SPEED :: 1.5
PLAYER_SPRINT_SPEED :: 80
PLAYER_SPEED :: 50
PLAYER_WIDTH :: 32
PLAYER_HEIGHT :: 32
PLAYER_SPRITE_PATH :: "assets/player/player.png"
@@ -49,42 +49,42 @@ handle_player_camera :: proc(p: ^Player, delta: f32) {
@(private = "file")
handle_player_input :: proc(p: ^Player, delta: f32) {
dir: raylib.Vector2 = {0, 0}
if raylib.IsKeyDown(.W) do dir.y -= 1
if raylib.IsKeyDown(.S) do dir.y += 1
if raylib.IsKeyDown(.A) do dir.x -= 1
if raylib.IsKeyDown(.D) do dir.x += 1
is_moving := dir.x != 0 || dir.y != 0
if is_moving {
if dir.x != 0 || dir.y != 0 {
is_sprinting := raylib.IsKeyDown(.LEFT_SHIFT)
dir = raylib.Vector2Normalize(dir)
speed: f32 = is_sprinting ? PLAYER_SPRINT_SPEED : PLAYER_SPEED
speed_val := f32(is_sprinting ? PLAYER_SPRINT_SPEED : PLAYER_SPEED)
p.animator.anim.fps = is_sprinting ? 11 : 6
velocity := dir * speed
velocity := dir * speed_val * delta
new_pos_x := p.position
new_pos_x.x += velocity.x
foot_y := p.position.y + f32(p.sprite.height)
box_half_w: f32 = 4.0
center_offset_x := f32(p.sprite.width) * 0.5
foot_offset_y := f32(p.sprite.height)
foot_offset_x := f32(p.sprite.width) * 0.5
if !is_wall_at({new_pos_x.x + foot_offset_x, new_pos_x.y + foot_offset_y}) {
p.position.x = new_pos_x.x
next_x := p.position.x + velocity.x
if !is_wall_at({next_x + center_offset_x - box_half_w, foot_y}) &&
!is_wall_at({next_x + center_offset_x + box_half_w, foot_y}) {
p.position.x = next_x
}
new_pos_y := p.position
new_pos_y.y += velocity.y
if !is_wall_at({p.position.x + foot_offset_x, new_pos_y.y + foot_offset_y}) {
p.position.y = new_pos_y.y
next_y := p.position.y + velocity.y
if !is_wall_at(
{p.position.x + center_offset_x - box_half_w, next_y + f32(p.sprite.height)},
) &&
!is_wall_at(
{p.position.x + center_offset_x + box_half_w, next_y + f32(p.sprite.height)},
) {
p.position.y = next_y
}
if dir.x < 0 do p.facing_left = true
if dir.x > 0 do p.facing_left = false
p.state = .WALKING
} else {
p.state = .IDLE
@@ -142,8 +142,11 @@ is_wall_at :: proc(world_pos: raylib.Vector2) -> bool {
gx := int(math.floor(world_pos.x / tile_size))
gy := int(math.floor(world_pos.y / tile_size))
tile := get_tile(&ground_layer_grid, gx, gy)
if gx < 0 || gx >= ground_layer_grid.width || gy < 0 || gy >= ground_layer_grid.height {
return true
}
tile := get_tile(&ground_layer_grid, gx, gy)
return tile != nil && tile.type == .WALL
}