Player being stuck in walls/floors -bug fixed.
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@ -86,7 +86,8 @@ public class GladiatorBrawler extends ApplicationAdapter {
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renderedObject.addSequence("Idle", sequence);
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renderedObject.playAnimation("Idle");
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player.add(renderedObject);
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player.add(new CPhysics().setSize(player1.getRegionWidth() * Global.SPRITE_SCALE, player1.getRegionHeight() * Global.SPRITE_SCALE));
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player.add(new CPhysics().setSize(player1.getRegionWidth() * Global.SPRITE_SCALE,
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player1.getRegionHeight() * Global.SPRITE_SCALE).setPosition(0, 5));
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engine.addEntity(player);
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@ -99,7 +100,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
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Sprite groundSprite = SpriteLoader.loadSprite(Name.GROUNDIMG, 0, 0, 256, 64);
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CRenderedObject renderedObject = new CRenderedObject(groundSprite);
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ground.add(renderedObject);
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CPhysics physics = new CPhysics().setMovable(false).setGravityApplied(false)
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CPhysics physics = new CPhysics().setMovable(false).setGravityApplied(false).setDynamic(false)
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.setSize(groundSprite.getRegionWidth() * Global.SPRITE_SCALE,
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groundSprite.getRegionHeight() * Global.SPRITE_SCALE);
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physics.position.set(new Vector2(0, -4));
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@ -109,7 +110,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
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Entity wall0 = new Entity();
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CRenderedObject wall0RenderedObject = new CRenderedObject(wallSprite);
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CPhysics wall0Physics = new CPhysics().setMovable(false).setGravityApplied(false)
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CPhysics wall0Physics = new CPhysics().setMovable(false).setGravityApplied(false).setDynamic(false)
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.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
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wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
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wall0Physics.position.set(new Vector2(6, 0));
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@ -118,7 +119,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
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Entity wall1 = new Entity();
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CRenderedObject wall1RenderedObject = new CRenderedObject(wallSprite);
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CPhysics wall1Physics = new CPhysics().setMovable(false).setGravityApplied(false)
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CPhysics wall1Physics = new CPhysics().setMovable(false).setGravityApplied(false).setDynamic(false)
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.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
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wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
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wall1Physics.position.set(new Vector2(-6, 0));
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@ -43,4 +43,9 @@ public class CPhysics extends Component {
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return this;
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}
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public CPhysics setPosition(float x, float y) {
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this.position.set(x, y);
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return this;
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}
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}
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@ -80,29 +80,30 @@ public class PhysicsSystem extends EntitySystem {
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return;
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}
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if (x00 <= x11 && Math.abs(x00 - x11) < (cp0.size.x + cp1.size.x) / 4) {
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if (x00 <= x11 && Math.abs(x00 - x11) < (cp0.size.x + cp1.size.x) / 16) {
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// cp0's left side is colliding with cp1's right side
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if (cp0.velocity.x < 0) {
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// cp0 is going left, stop
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cp0.velocity.x = 0;
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}
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}
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if (x01 > x10 && Math.abs(x01 - x10) < (cp0.size.x + cp1.size.x) / 4) {
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if (x01 > x10 && Math.abs(x01 - x10) < (cp0.size.x + cp1.size.x) / 16) {
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// cp0's right side is colliding with cp1's left side
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if (cp0.velocity.x > 0) {
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// cp0 is going right, stop
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cp0.velocity.x = 0;
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}
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}
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if (y00 <= y11 && Math.abs(y00 - y11) < (cp0.size.y + cp1.size.y) / 4) {
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if (y00 <= y11 && Math.abs(y00 - y11) < (cp0.size.y + cp1.size.y) / 16) {
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// cp0's bottom side is colliding with cp1's top side
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if (cp0.velocity.y < 0) {
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// cp0 is going down, stop
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cp0.velocity.y = 0;
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}
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cp0.grounded = true;
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//cp0.position.y -= Math.abs(y00 - y11);
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}
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if (y01 > y10 && Math.abs(y01 - y10) < (cp0.size.y + cp1.size.y) / 4) {
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if (y01 > y10 && Math.abs(y01 - y10) < (cp0.size.y + cp1.size.y) / 16) {
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// cp0's top side is colliding with cp1's bottom side
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if (cp0.velocity.y > 0) {
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// cp0 is going up, stop
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@ -1,13 +1,13 @@
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package com.saltosion.gladiator.util;
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package com.saltosion.gladiator.util;
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import com.badlogic.ashley.core.Entity;
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import com.badlogic.gdx.math.Vector2;
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public class AppUtil {
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public static Entity player;
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public static final int VPHEIGHT_CONST = 14;
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public static final Vector2 JUMP_FORCE = new Vector2(0, 12000);
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public static Entity player;
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public static final int VPHEIGHT_CONST = 24;
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public static final Vector2 JUMP_FORCE = new Vector2(0, 12000);
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}
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