Created
September 1, 2011 18:28
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def characterHitObstacle(character, wallmask): | |
# THIS IS THE NEW VERSION; STILL WITH x/y | |
newX = character.x | |
newY = character.y | |
hspeed = character.hspeed | |
vspeed = character.vspeed | |
length = lengthdir(hspeed, vspeed) | |
if length == 0:# You haven't moved; if this happens something went wrong | |
print "You haven't moved, yet managed to collide with something." | |
return False | |
# hs and vs is the normalized vector of hspeed and vspeed. | |
hs = character.hspeed/length | |
vs = character.vspeed/length | |
while True: | |
if not objectCheckCollision(character, wallmask): | |
break | |
character.x -= hs | |
character.y -= vs | |
print character.x, character.y, hs, vs | |
return True | |
# The character got pushed out, but now we need to let him move in the directions he's allowed to move. | |
character.x += sign(character.hspeed) | |
if not objectCheckCollision(character, wallmask): | |
# There's empty space on the left/right | |
# Kill all vertical movement | |
character.vspeed = 0 | |
i = 0 | |
while i <= hspeed: | |
character.x += sign(hspeed) | |
# If the new position has met a wall too: | |
if objectCheckCollision(character, wallmask): | |
character.x -= sign(hspeed) | |
break | |
i += 1 | |
else: | |
character.x += sign(hspeed) | |
character.y += sign(vspeed) | |
if not objectCheckCollision(character, wallmask): | |
# There's empty space on the left/right | |
# Kill all vertical movement | |
character.hspeed = 0 | |
i = 0 | |
while i <= vspeed: | |
character.y += sign(vspeed) | |
# If the new position has met a wall too: | |
if objectCheckCollision(character, wallmask): | |
character.y -= sign(vspeed) | |
break | |
i += 1 | |
character.y -= sign(character.vspeed) | |
# character.hspeed = 0 | |
# character.vspeed = 0 | |
character.hspeed = character.oldX-character.x | |
character.vspeed = character.oldY-character.y | |
return True |
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