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-rw-r--r--src/crepe/system/CollisionSystem.cpp15
-rw-r--r--src/crepe/system/CollisionSystem.h5
-rw-r--r--src/example/game.cpp143
3 files changed, 147 insertions, 16 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 86eafc0..f75d0ad 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -159,7 +159,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
data2.rigidbody);
resolution = this->get_circle_box_resolution(collider2, collider1, collider_pos2,
- collider_pos1);
+ collider_pos1,true);
break;
}
case CollisionInternalType::CIRCLE_CIRCLE: {
@@ -185,7 +185,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
data2.rigidbody);
resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
- collider_pos2);
+ collider_pos2,false);
break;
}
}
@@ -261,9 +261,10 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle
// Normalize the delta vector to get the collision direction
vec2 collision_normal = delta / distance;
+
// Compute the resolution vector
- vec2 resolution = collision_normal * penetration_depth;
+ vec2 resolution = -collision_normal * penetration_depth;
return resolution;
}
@@ -271,7 +272,7 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle
vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider,
const BoxCollider & box_collider,
const vec2 & circle_position,
- const vec2 & box_position) const {
+ const vec2 & box_position,bool inverse) const {
vec2 delta = circle_position - box_position;
// Compute half-dimensions of the box
@@ -293,7 +294,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
// Compute penetration depth
float penetration_depth = circle_collider.radius - distance;
-
+ if(inverse) collision_normal = -collision_normal;
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
@@ -511,7 +512,7 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1,
float distance_squared = distance_x * distance_x + distance_y * distance_y;
// Compare distance squared with the square of the circle's radius
- return distance_squared <= circle2.radius * circle2.radius;
+ return distance_squared <= circle2.radius * circle2.radius-1;
}
bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1,
@@ -532,7 +533,7 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1
float radius_sum = circle1.radius + circle2.radius;
// Check if the distance between the centers is less than or equal to the sum of the radii
- return distance_squared <= radius_sum * radius_sum;
+ return distance_squared <= radius_sum * radius_sum - 1;
}
vec2 CollisionSystem::get_current_position(const vec2 & collider_offset,
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index 6995bb5..b978dbb 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -177,13 +177,14 @@ private:
* \param circle_collider The first CircleCollider.
* \param box_collider The second CircleCollider.
* \param circle_position The position of the CircleCollider.
- * \param box_position The position of the BocCollider.
+ * \param box_position The position of the BoxCollider.
+ * \param inverse Inverted true if box circle collision, false if circle box collision (inverts the direction).
* \return The resolution vector for the collision.
*/
vec2 get_circle_box_resolution(const CircleCollider & circle_collider,
const BoxCollider & box_collider,
const vec2 & circle_position,
- const vec2 & box_position) const;
+ const vec2 & box_position,bool inverse) const;
/**
* \brief Determines the appropriate collision handler for a collision.
diff --git a/src/example/game.cpp b/src/example/game.cpp
index ade90c9..be756bd 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -1,3 +1,4 @@
+#include "api/CircleCollider.h"
#include "manager/ComponentManager.h"
#include "api/Scene.h"
#include "manager/Mediator.h"
@@ -18,7 +19,8 @@ using namespace crepe;
using namespace std;
-class MyScript : public Script {
+class MyScript1 : public Script {
+ bool flip = false;
bool oncollision(const CollisionEvent & test) {
Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
return true;
@@ -50,6 +52,98 @@ class MyScript : public Script {
tf.position.x += 1;
break;
}
+ case Keycode::E:
+ {
+ if(flip){
+ flip = false;
+ this->get_component<BoxCollider>().active = true;
+ this->get_components<Sprite>()[0].get().active = true;
+ this->get_component<CircleCollider>().active = false;
+ this->get_components<Sprite>()[1].get().active = false;
+ }
+ else {
+ flip = true;
+ this->get_component<BoxCollider>().active = false;
+ this->get_components<Sprite>()[0].get().active = false;
+ this->get_component<CircleCollider>().active = true;
+ this->get_components<Sprite>()[1].get().active = true;
+ }
+
+
+ //add collider switch
+ break;
+ }
+ default:
+ break;
+ }
+ return false;
+ }
+
+ void init() {
+ Log::logf("init");
+ subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
+ subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
+ }
+ void update() {
+ // Retrieve component from the same GameObject this script is on
+ }
+
+};
+
+class MyScript2 : public Script {
+ bool flip = false;
+ bool oncollision(const CollisionEvent & test) {
+ Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ return true;
+ }
+ bool keypressed(const KeyPressEvent & test) {
+ Log::logf("Box script keypressed()");
+ switch (test.key) {
+ case Keycode::LEFT:
+ {
+ Transform & tf = this->get_component<Transform>();
+ tf.position.x -= 1;
+ break;
+ }
+ case Keycode::UP:
+ {
+ Transform & tf = this->get_component<Transform>();
+ tf.position.y -= 1;
+ break;
+ }
+ case Keycode::DOWN:
+ {
+ Transform & tf = this->get_component<Transform>();
+ tf.position.y += 1;
+ break;
+ }
+ case Keycode::RIGHT:
+ {
+ Transform & tf = this->get_component<Transform>();
+ tf.position.x += 1;
+ break;
+ }
+ case Keycode::PAUSE:
+ {
+ if(flip){
+ flip = false;
+ this->get_component<BoxCollider>().active = true;
+ this->get_components<Sprite>()[0].get().active = true;
+ this->get_component<CircleCollider>().active = false;
+ this->get_components<Sprite>()[1].get().active = false;
+ }
+ else {
+ flip = true;
+ this->get_component<BoxCollider>().active = false;
+ this->get_components<Sprite>()[0].get().active = false;
+ this->get_component<CircleCollider>().active = true;
+ this->get_components<Sprite>()[1].get().active = true;
+ }
+
+
+ //add collider switch
+ break;
+ }
default:
break;
}
@@ -77,8 +171,8 @@ public:
ComponentManager & mgr = m.component_manager;
Color color(0, 0, 0, 255);
- float screen_size_width = 640;
- float screen_size_height = 480;
+ float screen_size_width = 320;
+ float screen_size_height = 240;
float world_collider = 1000;
//define playable world
GameObject world = mgr.new_object(
@@ -101,7 +195,7 @@ public:
vec2{world_collider, world_collider}); // Left
world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0},
vec2{world_collider, world_collider}); // right
- world.add_component<Camera>(Color::WHITE, ivec2{640, 480}, vec2{640, 480}, 1.0f);
+ world.add_component<Camera>(Color::WHITE, ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)}, vec2{screen_size_width, screen_size_height}, 1.0f);
GameObject game_object1 = mgr.new_object(
"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
@@ -115,11 +209,46 @@ public:
.offset = {0, 0},
.collision_layers = {0},
});
+ // add box with boxcollider
game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
- game_object1.add_component<BehaviorScript>().set_script<MyScript>();
- auto img = Texture("asset/texture/green_square.png");
- game_object1.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1,
+ game_object1.add_component<BehaviorScript>().set_script<MyScript1>();
+ auto img1 = Texture("asset/texture/square.png");
+ game_object1.add_component<Sprite>(img1, color, Sprite::FlipSettings{false, false}, 1,
1, 20);
+
+ //add circle with cirlcecollider deactiveated
+ game_object1.add_component<CircleCollider>(vec2{0, 0}, 10).active = false;
+ auto img2 = Texture("asset/texture/circle.png");
+ game_object1.add_component<Sprite>(img2, color, Sprite::FlipSettings{false, false}, 1,
+ 1, 20).active = false;
+
+
+
+ GameObject game_object2 = mgr.new_object(
+ "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
+ game_object2.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0,
+ .body_type = Rigidbody::BodyType::STATIC,
+ .linear_velocity = {0, 0},
+ .constraints = {0, 0, 0},
+ .elastisity_coefficient = 1,
+ .offset = {0, 0},
+ .collision_layers = {0},
+ });
+ // add box with boxcollider
+ game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
+ game_object2.add_component<BehaviorScript>().set_script<MyScript2>();
+ auto img3 = Texture("asset/texture/square.png");
+ game_object2.add_component<Sprite>(img3, color, Sprite::FlipSettings{false, false}, 1,
+ 1, 20);
+
+ //add circle with cirlcecollider deactiveated
+ game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false;
+ auto img4 = Texture("asset/texture/circle.png");
+ game_object2.add_component<Sprite>(img4, color, Sprite::FlipSettings{false, false}, 1,
+ 1, 20).active = false;
+
}
string get_name() const { return "scene1"; }