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authorJAROWMR <jarorutjes07@gmail.com>2024-12-18 23:54:29 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-18 23:54:29 +0100
commitbe36b204c6dc597f74541e926f2f2821ab553228 (patch)
tree4b1f8356580ecca60f8741a0f9236e967c6398fa
parent982e12df210b8eb3daa66ebe6a71dd9e92276cec (diff)
testing dynamic
-rw-r--r--src/crepe/system/CollisionSystem.cpp6
-rw-r--r--src/example/game.cpp8
2 files changed, 5 insertions, 9 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index a9a0523..75e914d 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -72,12 +72,8 @@ void CollisionSystem::update() {
std::vector<std::pair<CollisionInternal, CollisionInternal>> collided
= this->gather_collisions(all_colliders);
- // For both objects call the collision handler
+ // For the object convert the info and call the collision handler if needed
for (auto & collision_pair : collided) {
- // Determine type
- //CollisionInternalType type = this->get_collider_type(collision_pair.first.collider, collision_pair.second.collider);
- // Determine resolution
- //std::pair<vec2, CollisionSystem::Direction> resolution_data = this->get_collision_resolution(collision_pair.first, collision_pair.second, type);
// Convert internal struct to external struct
CollisionInfo info = this->get_collision_info(collision_pair.first, collision_pair.second);
// Determine if and/or what collison handler is needed.
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 69bfae2..01e55d5 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -206,7 +206,7 @@ public:
vec2{world_collider, world_collider},
vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom
world.add_component<BoxCollider>(
- vec2{world_collider, world_collider},
+ vec2{world_collider, world_collider},git stauts
vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left
world.add_component<BoxCollider>(
vec2{world_collider, world_collider},
@@ -220,12 +220,12 @@ public:
});
GameObject game_object1 = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2+30}, 0, 1);
+ "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2+60}, 0, 1);
game_object1.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::DYNAMIC,
- .linear_velocity = {0, 1},
+ .linear_velocity = {0, 0},
.constraints = {0, 0, 0},
.elastisity_coefficient = 1,
});
@@ -257,7 +257,7 @@ public:
game_object2.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
.gravity_scale = 1,
- .body_type = Rigidbody::BodyType::KINEMATIC,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = {0, 0},
.constraints = {0, 0, 0},
.elastisity_coefficient = 1,