fix: Поправил физику коллизий
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+24
-34
@@ -7,16 +7,15 @@ import rl "vendor:raylib"
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ent_handle :: hm.Handle32
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Entity :: struct {
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position: rl.Vector2,
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hp: i32,
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speed: f32,
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col: f32,
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position: rl.Vector2,
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hp: i32,
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speed: f32,
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walk_speed: f32,
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col: f32,
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}
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Player :: struct {
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using ent: Entity,
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walk_speed: f32,
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run_speed: f32,
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using ent: Entity,
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}
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Enemy :: struct {
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@@ -41,12 +40,6 @@ update_player :: proc(player: ^Player, dt: f32) {
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}
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input = rl.Vector2Normalize(input)
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if rl.IsKeyDown(.LEFT_SHIFT) {
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player.speed = player.run_speed
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} else {
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player.speed = player.walk_speed
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}
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player.position += input * player.speed * dt
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}
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@@ -60,7 +53,9 @@ calc_col_box :: proc(center: rl.Vector2, side: f32) -> rl.Rectangle {
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}
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resolve_entity_overlap :: proc(a, b: ^Entity) {
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// разводит пересёкшиеся боксы: b получает долю b_share правки, a — остаток.
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// Враг-враг: пополам. Игрок-враг: враг поддаётся слабо (доля мала) — «вес»
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resolve_entity_overlap :: proc(a, b: ^Entity, b_share: f32 = 0.5) {
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ra := calc_col_box(a.position, a.col)
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rb := calc_col_box(b.position, b.col)
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@@ -69,39 +64,34 @@ resolve_entity_overlap :: proc(a, b: ^Entity) {
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overlap_x := min(ra.x + ra.width - rb.x, rb.x + rb.width - ra.x)
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overlap_y := min(ra.y + ra.height - rb.y, rb.y + rb.height - ra.y)
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dx, dy: f32
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if overlap_x < overlap_y {
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half := overlap_x / 2
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if a.position.x < b.position.x {
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a.position.x -= half
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b.position.x += half
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} else {
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a.position.x += half
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b.position.x -= half
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}
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dx = overlap_x if a.position.x < b.position.x else -overlap_x
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} else {
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half := overlap_y / 2
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if a.position.y < b.position.y {
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a.position.y -= half
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b.position.y += half
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} else {
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a.position.y += half
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b.position.y -= half
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}
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dy = overlap_y if a.position.y < b.position.y else -overlap_y
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}
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a.position.x -= dx * (1 - b_share)
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a.position.y -= dy * (1 - b_share)
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b.position.x += dx * b_share
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b.position.y += dy * b_share
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}
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resolve_collisions :: proc(scene: ^Scene) {
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it := hm.iterator_make(&scene.enemies)
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for i, _ in hm.iterate(&it) {
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for i, hi in hm.iterate(&it) {
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// пары симметричны: пушим обе стороны, поэтому каждую обрабатываем один раз
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it2 := hm.iterator_make(&scene.enemies)
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for j, _ in hm.iterate(&it2) {
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if i == j do continue
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for j, hj in hm.iterate(&it2) {
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if hj.idx <= hi.idx do continue
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resolve_entity_overlap(i, j)
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}
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}
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it = hm.iterator_make(&scene.enemies)
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for i, _ in hm.iterate(&it) {
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resolve_entity_overlap(&scene.player.ent, i)
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// «вес»: враг поддаётся на 80%, игрок на 20% — враг упирается в игрока,
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// а игрок выдавливает врага перед собой
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resolve_entity_overlap(&scene.player.ent, i, b_share = 0.6)
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}
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}
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