fix: Поправил физику коллизий

This commit is contained in:
2026-08-28 20:39:05 +05:00
parent cdadd72635
commit 99cc4a4ff7
2 changed files with 45 additions and 60 deletions
+24 -34
View File
@@ -7,16 +7,15 @@ import rl "vendor:raylib"
ent_handle :: hm.Handle32
Entity :: struct {
position: rl.Vector2,
hp: i32,
speed: f32,
col: f32,
position: rl.Vector2,
hp: i32,
speed: f32,
walk_speed: f32,
col: f32,
}
Player :: struct {
using ent: Entity,
walk_speed: f32,
run_speed: f32,
using ent: Entity,
}
Enemy :: struct {
@@ -41,12 +40,6 @@ update_player :: proc(player: ^Player, dt: f32) {
}
input = rl.Vector2Normalize(input)
if rl.IsKeyDown(.LEFT_SHIFT) {
player.speed = player.run_speed
} else {
player.speed = player.walk_speed
}
player.position += input * player.speed * dt
}
@@ -60,7 +53,9 @@ calc_col_box :: proc(center: rl.Vector2, side: f32) -> rl.Rectangle {
}
resolve_entity_overlap :: proc(a, b: ^Entity) {
// разводит пересёкшиеся боксы: b получает долю b_share правки, a — остаток.
// Враг-враг: пополам. Игрок-враг: враг поддаётся слабо (доля мала) — «вес»
resolve_entity_overlap :: proc(a, b: ^Entity, b_share: f32 = 0.5) {
ra := calc_col_box(a.position, a.col)
rb := calc_col_box(b.position, b.col)
@@ -69,39 +64,34 @@ resolve_entity_overlap :: proc(a, b: ^Entity) {
overlap_x := min(ra.x + ra.width - rb.x, rb.x + rb.width - ra.x)
overlap_y := min(ra.y + ra.height - rb.y, rb.y + rb.height - ra.y)
dx, dy: f32
if overlap_x < overlap_y {
half := overlap_x / 2
if a.position.x < b.position.x {
a.position.x -= half
b.position.x += half
} else {
a.position.x += half
b.position.x -= half
}
dx = overlap_x if a.position.x < b.position.x else -overlap_x
} else {
half := overlap_y / 2
if a.position.y < b.position.y {
a.position.y -= half
b.position.y += half
} else {
a.position.y += half
b.position.y -= half
}
dy = overlap_y if a.position.y < b.position.y else -overlap_y
}
a.position.x -= dx * (1 - b_share)
a.position.y -= dy * (1 - b_share)
b.position.x += dx * b_share
b.position.y += dy * b_share
}
resolve_collisions :: proc(scene: ^Scene) {
it := hm.iterator_make(&scene.enemies)
for i, _ in hm.iterate(&it) {
for i, hi in hm.iterate(&it) {
// пары симметричны: пушим обе стороны, поэтому каждую обрабатываем один раз
it2 := hm.iterator_make(&scene.enemies)
for j, _ in hm.iterate(&it2) {
if i == j do continue
for j, hj in hm.iterate(&it2) {
if hj.idx <= hi.idx do continue
resolve_entity_overlap(i, j)
}
}
it = hm.iterator_make(&scene.enemies)
for i, _ in hm.iterate(&it) {
resolve_entity_overlap(&scene.player.ent, i)
// «вес»: враг поддаётся на 80%, игрок на 20% — враг упирается в игрока,
// а игрок выдавливает врага перед собой
resolve_entity_overlap(&scene.player.ent, i, b_share = 0.6)
}
}
+21 -26
View File
@@ -28,7 +28,7 @@ create_scene :: proc() -> Scene {
position = rl.Vector2{100, 100},
hp = 100,
walk_speed = 300,
run_speed = 500,
speed = 300,
col = 32,
},
camera = rl.Camera2D {
@@ -38,24 +38,24 @@ create_scene :: proc() -> Scene {
}
// _ = hm.add(
// &scene.enemies,
// Enemy {
// position = rl.Vector2{500, 500},
// hp = 100,
// speed = 100,
// col = 32,
// },
// )
// _ = hm.add(
// &scene.enemies,
// Enemy {
// position = rl.Vector2{600, 600},
// hp = 100,
// speed = 100,
// col = 32,
// },
// )
_ = hm.add(
&scene.enemies,
Enemy {
position = rl.Vector2{500, 500},
hp = 100,
speed = 100,
col = 32,
},
)
_ = hm.add(
&scene.enemies,
Enemy {
position = rl.Vector2{600, 600},
hp = 100,
speed = 100,
col = 32,
},
)
scene.atlas = load_atlas()
@@ -89,18 +89,12 @@ draw_scene :: proc(scene: ^Scene) {
rl.WHITE,
)
// for tile in scene.tiles {
// if tile.atlas == nil do continue
// draw_tile(tile)
// }
rl.DrawCircle(
cast(i32)scene.player.position.x,
cast(i32)scene.player.position.y,
32,
rl.GREEN,
)
rl.DrawRectangle(300, 300, 100, 100, rl.BLUE)
it := hm.iterator_make(&scene.enemies)
for i, _ in hm.iterate(&it) {
@@ -121,7 +115,8 @@ render_map :: proc(atlas: ^Atlas, map_data: Map) -> rl.RenderTexture2D {
rl.BeginTextureMode(tex)
for layer in map_data.layers {
for row_data, row in layer.data {
dest_y := f32(i32(map_data.height) - 1 - i32(row)) * atlas.tile_size.y
dest_y :=
f32(i32(map_data.height) - 1 - i32(row)) * atlas.tile_size.y
for tile_id, col in row_data {
offset, empty := get_offset(atlas, tile_id)
if empty do continue