Implementing the FrontLayer

Also trimmed the trailings

Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
This commit is contained in:
GreYFoXGTi 2010-08-20 22:40:12 +02:00
parent 8450116185
commit 6bb5fcf316
7 changed files with 380 additions and 308 deletions

View file

@ -21,10 +21,6 @@ CCollision::CCollision()
m_pSpeedup = 0; m_pSpeedup = 0;
m_pFront = 0; m_pFront = 0;
} }
int CCollision::IsSolid(int x, int y)
{
return (GetTile(x,y)&COLFLAG_SOLID);
}
void CCollision::Init(class CLayers *pLayers) void CCollision::Init(class CLayers *pLayers)
{ {
@ -114,6 +110,8 @@ int CCollision::GetMapIndex(vec2 PrevPos, vec2 Pos)
if((m_pTiles[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pTiles[ny*m_Width+nx].m_Index < TILE_TELEIN) || if((m_pTiles[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pTiles[ny*m_Width+nx].m_Index < TILE_TELEIN) ||
((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) || ((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) ||
(m_pFront && (m_pFront[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pFront[ny*m_Width+nx].m_Index < TILE_TELEIN)) ||
(m_pFront && ((m_pFront[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pFront[ny*m_Width+nx].m_Index <= TILE_NPH))) ||
(m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) || (m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) ||
(m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0)) (m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0))
{ {
@ -134,6 +132,8 @@ int CCollision::GetMapIndex(vec2 PrevPos, vec2 Pos)
ny = clamp((int)Tmp.y/32, 0, m_Height-1); ny = clamp((int)Tmp.y/32, 0, m_Height-1);
if((m_pTiles[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pTiles[ny*m_Width+nx].m_Index < TILE_TELEIN) || if((m_pTiles[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pTiles[ny*m_Width+nx].m_Index < TILE_TELEIN) ||
((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) || ((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) ||
(m_pFront && (m_pFront[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pFront[ny*m_Width+nx].m_Index < TILE_TELEIN)) ||
(m_pFront && ((m_pFront[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pFront[ny*m_Width+nx].m_Index <= TILE_NPH))) ||
(m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) || (m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) ||
(m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0)) (m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0))
{ {
@ -159,6 +159,13 @@ int CCollision::GetCollisionDDRace(int Index)
return 0; return 0;
return m_pTiles[Index].m_Index; return m_pTiles[Index].m_Index;
} }
int CCollision::GetCollisionDDRace2(int Index)
{
/*dbg_msg("GetCollisionDDRace2","m_pFront[%d].m_Index = %d",Index,m_pFront[Index].m_Index);//Remove*/
if(Index < 0)
return 0;
return m_pFront[Index].m_Index;
}
int CCollision::GetTile(int x, int y) int CCollision::GetTile(int x, int y)
{ {
@ -173,9 +180,9 @@ int CCollision::GetTile(int x, int y)
else else
return 0; return 0;
} }
int CCollision::Entitiy(int x, int y) int CCollision::Entity(int x, int y, bool Front)
{ {
int Index = m_pTiles[y*m_Width+x].m_Index; int Index = Front?m_pFront[y*m_Width+x].m_Index:m_pTiles[y*m_Width+x].m_Index;
return Index-ENTITY_OFFSET; return Index-ENTITY_OFFSET;
} }
void CCollision::SetCollisionAt(float x, float y, int flag) void CCollision::SetCollisionAt(float x, float y, int flag)
@ -379,6 +386,11 @@ bool CCollision::TestBox(vec2 Pos, vec2 Size)
return false; return false;
} }
int CCollision::IsSolid(int x, int y)
{
return (GetTile(x,y)&COLFLAG_SOLID);
}
int CCollision::IsNoLaser(int x, int y) int CCollision::IsNoLaser(int x, int y)
{ {
return (CCollision::GetTile(x,y) & COLFLAG_NOLASER); return (CCollision::GetTile(x,y) & COLFLAG_NOLASER);
@ -444,10 +456,11 @@ bool CCollision::IsFront(int x, int y)
if(m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index > 0) if(m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index > 0)
{ {
dbg_msg("IsFront","True m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/ /*dbg_msg("IsFront","True m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/
return true; return true;
} }
else dbg_msg("IsFront","Welcome to the front layer m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/ /*else dbg_msg("IsFront","Welcome to the front layer m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/
return false;
} }
int CCollision::IsCp(int x, int y) int CCollision::IsCp(int x, int y)

View file

@ -34,11 +34,12 @@ public:
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity); void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
bool TestBox(vec2 Pos, vec2 Size); bool TestBox(vec2 Pos, vec2 Size);
int GetTile(int x, int y); int GetTile(int x, int y);
int Entitiy(int x, int y); int Entity(int x, int y, bool Front);
//DDRace //DDRace
int GetMapIndex(vec2 PrevPos, vec2 Pos); int GetMapIndex(vec2 PrevPos, vec2 Pos);
vec2 GetPos(int Index); vec2 GetPos(int Index);
int GetCollisionDDRace(int Index); int GetCollisionDDRace(int Index);
int GetCollisionDDRace2(int Index);
int IsTeleport(int x, int y); int IsTeleport(int x, int y);
int IsCheckpoint(int Index); int IsCheckpoint(int Index);
bool IsSpeedup(int x, int y); bool IsSpeedup(int x, int y);

View file

@ -558,7 +558,8 @@ void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
void CCharacter::Tick() void CCharacter::Tick()
{ {
int MapIndex = GameServer()->Collision()->GetMapIndex(m_PrevPos, m_Pos); int MapIndex = GameServer()->Collision()->GetMapIndex(m_PrevPos, m_Pos);
int TileIndex = GameServer()->Collision()->GetCollisionDDRace(MapIndex); int TileIndex1 = GameServer()->Collision()->GetCollisionDDRace(MapIndex);
int TileIndex2 = GameServer()->Collision()->GetCollisionDDRace2(MapIndex);
if(m_RaceState == RACE_PAUSE) { if(m_RaceState == RACE_PAUSE) {
m_Input.m_Direction = 0; m_Input.m_Direction = 0;
m_Input.m_Jump = 0; m_Input.m_Jump = 0;
@ -600,7 +601,7 @@ void CCharacter::Tick()
m_Core.m_HookTick = 0; m_Core.m_HookTick = 0;
if (m_Super && m_Core.m_Jumped > 1) if (m_Super && m_Core.m_Jumped > 1)
m_Core.m_Jumped = 1; m_Core.m_Jumped = 1;
/*dbg_msg("character","TileIndex%d",TileIndex); //REMOVE*/ /*dbg_msg("character","TileIndex1=%d , TileIndex2=%d",TileIndex1,TileIndex2); //REMOVE*/
//DDRace //DDRace
char aBuftime[128]; char aBuftime[128];
float time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed()); float time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
@ -619,13 +620,13 @@ void CCharacter::Tick()
} }
m_RefreshTime = Server()->Tick(); m_RefreshTime = Server()->Tick();
} }
else if((TileIndex == TILE_BEGIN) && (m_RaceState == RACE_NONE || m_RaceState == RACE_STARTED)) if(((TileIndex1 == TILE_BEGIN) || (TileIndex2 == TILE_BEGIN)) && (m_RaceState == RACE_NONE || m_RaceState == RACE_STARTED))
{ {
m_StartTime = Server()->Tick(); m_StartTime = Server()->Tick();
m_RefreshTime = Server()->Tick(); m_RefreshTime = Server()->Tick();
m_RaceState = RACE_STARTED; m_RaceState = RACE_STARTED;
} }
else if((TileIndex == TILE_END) && m_RaceState == RACE_STARTED) if(((TileIndex1 == TILE_END) || (TileIndex2 == TILE_END)) && m_RaceState == RACE_STARTED)
{ {
char aBuf[128]; char aBuf[128];
if ((int)time / 60 != 0) if ((int)time / 60 != 0)
@ -649,60 +650,103 @@ void CCharacter::Tick()
if(strncmp(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0) if(strncmp(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0)
((CGameControllerDDRace*)GameServer()->m_pController)->m_Score.ParsePlayer(Server()->ClientName(m_pPlayer->GetCID()), (float)time); ((CGameControllerDDRace*)GameServer()->m_pController)->m_Score.ParsePlayer(Server()->ClientName(m_pPlayer->GetCID()), (float)time);
} }
else if((TileIndex == TILE_FREEZE) && !m_Super) if(((TileIndex1 == TILE_FREEZE) || (TileIndex2 == TILE_FREEZE)) && !m_Super)
{ {
Freeze(Server()->TickSpeed()*3); Freeze(Server()->TickSpeed()*3);
} }
else if(TileIndex == TILE_UNFREEZE) else if((TileIndex1 == TILE_UNFREEZE) || (TileIndex2 == TILE_UNFREEZE))
{ {
UnFreeze(); UnFreeze();
} }
else if ((TileIndex >= TILE_BOOST_L && TileIndex <= TILE_BOOST_U) || (TileIndex >= TILE_BOOST_L2 && TileIndex <= TILE_BOOST_U2)) if (((TileIndex1 >= TILE_BOOST_L && TileIndex1 <= TILE_BOOST_U) || (TileIndex1 >= TILE_BOOST_L2 && TileIndex1 <= TILE_BOOST_U2)))
{ {
int booster = TileIndex; int booster = TileIndex1;
m_Core.m_Vel += GameServer()->Collision()->BoostAccelerator(booster); m_Core.m_Vel += GameServer()->Collision()->BoostAccelerator(booster);
} }
else if(GameServer()->Collision()->GetCollisionDDRace(TileIndex) == TILE_STOPL) if ((TileIndex2 >= TILE_BOOST_L && TileIndex2 <= TILE_BOOST_U) || (TileIndex2 >= TILE_BOOST_L2 && TileIndex2 <= TILE_BOOST_U2))
{
int booster = TileIndex2;
m_Core.m_Vel += GameServer()->Collision()->BoostAccelerator(booster);
}
if(TileIndex1 == TILE_STOPL)
{ {
if(m_Core.m_Vel.x > 0) if(m_Core.m_Vel.x > 0)
{ {
if((int)GameServer()->Collision()->GetPos(TileIndex).x < (int)m_Core.m_Pos.x) if((int)GameServer()->Collision()->GetPos(TileIndex1).x < (int)m_Core.m_Pos.x)
m_Core.m_Pos.x = m_PrevPos.x; m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0; m_Core.m_Vel.x = 0;
} }
} }
else if(GameServer()->Collision()->GetCollisionDDRace(TileIndex) == TILE_STOPR) if(TileIndex2 == TILE_STOPL)
{
if(m_Core.m_Vel.x > 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex2).x < (int)m_Core.m_Pos.x)
m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0;
}
}
if(TileIndex1 == TILE_STOPR)
{ {
if(m_Core.m_Vel.x < 0) if(m_Core.m_Vel.x < 0)
{ {
if((int)GameServer()->Collision()->GetPos(TileIndex).x > (int)m_Core.m_Pos.x) if((int)GameServer()->Collision()->GetPos(TileIndex1).x > (int)m_Core.m_Pos.x)
m_Core.m_Pos.x = m_PrevPos.x; m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0; m_Core.m_Vel.x = 0;
} }
} }
else if(GameServer()->Collision()->GetCollisionDDRace(TileIndex) == TILE_STOPB) if(TileIndex1 == TILE_STOPB)
{ {
if(m_Core.m_Vel.y < 0) if(m_Core.m_Vel.y < 0)
{ {
if((int)GameServer()->Collision()->GetPos(TileIndex).y > (int)m_Core.m_Pos.y) if((int)GameServer()->Collision()->GetPos(TileIndex1).y > (int)m_Core.m_Pos.y)
m_Core.m_Pos.y = m_PrevPos.y; m_Core.m_Pos.y = m_PrevPos.y;
m_Core.m_Vel.y = 0; m_Core.m_Vel.y = 0;
} }
} }
else if(GameServer()->Collision()->GetCollisionDDRace(TileIndex) == TILE_STOPT) if(TileIndex1 == TILE_STOPT)
{ {
if(m_Core.m_Vel.y > 0) if(m_Core.m_Vel.y > 0)
{ {
if((int)GameServer()->Collision()->GetPos(TileIndex).y < (int)m_Core.m_Pos.y) if((int)GameServer()->Collision()->GetPos(TileIndex1).y < (int)m_Core.m_Pos.y)
m_Core.m_Pos.y = m_PrevPos.y; m_Core.m_Pos.y = m_PrevPos.y;
if(m_Jumped&3 && m_Core.m_Jumped != m_Jumped) // check double jump if(m_Jumped&3 && m_Core.m_Jumped != m_Jumped) // check double jump
m_Core.m_Jumped = m_Jumped; m_Core.m_Jumped = m_Jumped;
m_Core.m_Vel.y = 0; m_Core.m_Vel.y = 0;
} }
} }
else if(GameServer()->Collision()->IsFront((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y)) if(TileIndex2 == TILE_STOPR)
{
if(m_Core.m_Vel.x < 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex2).x > (int)m_Core.m_Pos.x)
m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0;
}
}
if(TileIndex2 == TILE_STOPB)
{
if(m_Core.m_Vel.y < 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex2).y > (int)m_Core.m_Pos.y)
m_Core.m_Pos.y = m_PrevPos.y;
m_Core.m_Vel.y = 0;
}
}
if(TileIndex2 == TILE_STOPT)
{
if(m_Core.m_Vel.y > 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex2).y < (int)m_Core.m_Pos.y)
m_Core.m_Pos.y = m_PrevPos.y;
if(m_Jumped&3 && m_Core.m_Jumped != m_Jumped) // check double jump
m_Core.m_Jumped = m_Jumped;
m_Core.m_Vel.y = 0;
}
}
if(GameServer()->Collision()->IsFront((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y))
; ;
else if(GameServer()->Collision()->IsSpeedup((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y)) if(GameServer()->Collision()->IsSpeedup((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y))
{ {
vec2 Direction; vec2 Direction;
int Force; int Force;
@ -710,7 +754,7 @@ void CCharacter::Tick()
m_Core.m_Vel += Direction*Force; m_Core.m_Vel += Direction*Force;
} }
else if(z) if(z)
{ {
m_Core.m_HookedPlayer = -1; m_Core.m_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED; m_Core.m_HookState = HOOK_RETRACTED;

View file

@ -1571,18 +1571,29 @@ void CGameContext::OnInit(/*class IKernel *pKernel*/)
// create all entities from the game layer // create all entities from the game layer
CMapItemLayerTilemap *pTileMap = m_Layers.GameLayer(); CMapItemLayerTilemap *pTileMap = m_Layers.GameLayer();
CTile *pTiles = (CTile *)Kernel()->RequestInterface<IMap>()->GetData(pTileMap->m_Data); CTile *pTiles = (CTile *)Kernel()->RequestInterface<IMap>()->GetData(pTileMap->m_Data);
//CMapItemLayerTilemap *pFrontMap = m_Layers.FrontLayer(); not needed game layer and front layer are always the same size
CTile *pFront=0;
if (m_Layers.FrontLayer())
pFront = (CTile *)Kernel()->RequestInterface<IMap>()->GetData(pTileMap->m_Front);
//windows usually crshes here
for(int y = 0; y < pTileMap->m_Height; y++) for(int y = 0; y < pTileMap->m_Height; y++)
{ {
for(int x = 0; x < pTileMap->m_Width; x++) for(int x = 0; x < pTileMap->m_Width; x++)
{ {
int Index = pTiles[y*pTileMap->m_Width+x].m_Index; int Index = pTiles[y*pTileMap->m_Width+x].m_Index;
if(Index >= ENTITY_OFFSET) if(Index >= ENTITY_OFFSET)
{ {
vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f); vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f);
m_pController->OnEntity(Index-ENTITY_OFFSET, Pos); m_pController->OnEntity(Index-ENTITY_OFFSET, Pos,false);
}
if (pFront)
{
int FIndex = pFront[y*pTileMap->m_Width+x].m_Index;
if(FIndex >= ENTITY_OFFSET)
{
vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f);
m_pController->OnEntity(FIndex-ENTITY_OFFSET, Pos,true);
}
} }
} }
} }

View file

@ -117,23 +117,26 @@ bool IGameController::CanSpawn(CPlayer *pPlayer, vec2 *pOutPos)
return Eval.m_Got; return Eval.m_Got;
} }
bool IGameController::OnEntity(int Index, vec2 Pos) bool IGameController::OnEntity(int Index, vec2 Pos, bool Front)
{ {
//if (Index<0)
//return false;
dbg_msg("OnEntity","Index=%d, Pos=(%d,%d), Front=%d",Index,Pos.x,Pos.y,Front);//Remove*/
int Type = -1; int Type = -1;
int SubType = 0; int SubType = 0;
int x,y; int x,y;
x=(Pos.x-16.0f)/32.0f; x=(Pos.x-16.0f)/32.0f;
y=(Pos.y-16.0f)/32.0f; y=(Pos.y-16.0f)/32.0f;
dbg_msg("OnEntity","Pos(%d,%d)",x,y); /*dbg_msg("OnEntity","Pos(%d,%d)",x,y);//Remove*/
int sides[8]; int sides[8];
sides[0]=GameServer()->Collision()->Entitiy(x,y+1); sides[0]=GameServer()->Collision()->Entity(x,y+1, Front);
sides[1]=GameServer()->Collision()->Entitiy(x+1,y+1); sides[1]=GameServer()->Collision()->Entity(x+1,y+1, Front);
sides[2]=GameServer()->Collision()->Entitiy(x+1,y); sides[2]=GameServer()->Collision()->Entity(x+1,y, Front);
sides[3]=GameServer()->Collision()->Entitiy(x+1,y-1); sides[3]=GameServer()->Collision()->Entity(x+1,y-1, Front);
sides[4]=GameServer()->Collision()->Entitiy(x,y-1); sides[4]=GameServer()->Collision()->Entity(x,y-1, Front);
sides[5]=GameServer()->Collision()->Entitiy(x-1,y-1); sides[5]=GameServer()->Collision()->Entity(x-1,y-1, Front);
sides[6]=GameServer()->Collision()->Entitiy(x-1,y); sides[6]=GameServer()->Collision()->Entity(x-1,y, Front);
sides[7]=GameServer()->Collision()->Entitiy(x-1,y+1); sides[7]=GameServer()->Collision()->Entity(x-1,y+1, Front);
if(Index == ENTITY_SPAWN) if(Index == ENTITY_SPAWN)
@ -152,7 +155,7 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
CDoor * door = new CDoor(&GameServer()->m_World, Pos, pi/4*i, 32*3 + 32*(sides[i] - ENTITY_LASER_SHORT)*3, false); CDoor * door = new CDoor(&GameServer()->m_World, Pos, pi/4*i, 32*3 + 32*(sides[i] - ENTITY_LASER_SHORT)*3, false);
//for (int j = 0; j < 8; j++) //for (int j = 0; j < 8; j++)
// if (j != i) // if (j != i)
Connector(vec2(x, y), door); Connector(vec2(x, y), door, Front);
} }
} }
} }
@ -229,14 +232,14 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
else if(Index >= ENTITY_LASER_FAST_CW && Index <= ENTITY_LASER_FAST_CCW) else if(Index >= ENTITY_LASER_FAST_CW && Index <= ENTITY_LASER_FAST_CCW)
{ {
int sides2[8]; int sides2[8];
sides2[0]=GameServer()->Collision()->Entitiy(x,y+2); sides2[0]=GameServer()->Collision()->Entity(x,y+2, Front);
sides2[1]=GameServer()->Collision()->Entitiy(x+2,y+2); sides2[1]=GameServer()->Collision()->Entity(x+2,y+2, Front);
sides2[2]=GameServer()->Collision()->Entitiy(x+2,y); sides2[2]=GameServer()->Collision()->Entity(x+2,y, Front);
sides2[3]=GameServer()->Collision()->Entitiy(x+2,y-2); sides2[3]=GameServer()->Collision()->Entity(x+2,y-2, Front);
sides2[4]=GameServer()->Collision()->Entitiy(x,y-2); sides2[4]=GameServer()->Collision()->Entity(x,y-2, Front);
sides2[5]=GameServer()->Collision()->Entitiy(x-2,y-2); sides2[5]=GameServer()->Collision()->Entity(x-2,y-2, Front);
sides2[6]=GameServer()->Collision()->Entitiy(x-2,y); sides2[6]=GameServer()->Collision()->Entity(x-2,y, Front);
sides2[7]=GameServer()->Collision()->Entitiy(x-2,y+2); sides2[7]=GameServer()->Collision()->Entity(x-2,y+2, Front);
float ang_speed; float ang_speed;
int ind=Index-ENTITY_LASER_STOP; int ind=Index-ENTITY_LASER_STOP;
@ -322,21 +325,21 @@ vec2 GetSidePos(int side) {
return vec2(0, 0); return vec2(0, 0);
} }
void IGameController::Connector(vec2 Pos, CDoor* Door) { void IGameController::Connector(vec2 Pos, CDoor* Door, bool Front) {
int sides[8]; int sides[8];
sides[0] = GameServer()->Collision()->Entitiy(Pos.x, Pos.y + 1); sides[0] = GameServer()->Collision()->Entity(Pos.x, Pos.y + 1, Front);
sides[1] = GameServer()->Collision()->Entitiy(Pos.x + 1, Pos.y + 1); sides[1] = GameServer()->Collision()->Entity(Pos.x + 1, Pos.y + 1, Front);
sides[2] = GameServer()->Collision()->Entitiy(Pos.x + 1, Pos.y); sides[2] = GameServer()->Collision()->Entity(Pos.x + 1, Pos.y, Front);
sides[3] = GameServer()->Collision()->Entitiy(Pos.x + 1, Pos.y - 1); sides[3] = GameServer()->Collision()->Entity(Pos.x + 1, Pos.y - 1, Front);
sides[4] = GameServer()->Collision()->Entitiy(Pos.x, Pos.y - 1); sides[4] = GameServer()->Collision()->Entity(Pos.x, Pos.y - 1, Front);
sides[5] = GameServer()->Collision()->Entitiy(Pos.x - 1, Pos.y - 1); sides[5] = GameServer()->Collision()->Entity(Pos.x - 1, Pos.y - 1, Front);
sides[6] = GameServer()->Collision()->Entitiy(Pos.x - 1, Pos.y); sides[6] = GameServer()->Collision()->Entity(Pos.x - 1, Pos.y, Front);
sides[7] = GameServer()->Collision()->Entitiy(Pos.x - 1, Pos.y + 1); sides[7] = GameServer()->Collision()->Entity(Pos.x - 1, Pos.y + 1, Front);
for (int i=0;i<8;i++) for (int i=0;i<8;i++)
{ {
vec2 shift = GetSidePos(i); vec2 shift = GetSidePos(i);
if (sides[i]==ENTITY_CONNECTOR_D+(i+4) % 8) if (sides[i]==ENTITY_CONNECTOR_D+(i+4) % 8)
Connector(Pos + shift, Door); Connector(Pos + shift, Door, Front);
else if(sides[i]==ENTITY_TRIGGER) else if(sides[i]==ENTITY_TRIGGER)
{ {
vec2 pos((Pos.x + shift.x)*32.0f + 16.0f, (Pos.y + shift.y)*32.0f + 16.0f); vec2 pos((Pos.x + shift.x)*32.0f + 16.0f, (Pos.y + shift.y)*32.0f + 16.0f);

View file

@ -101,9 +101,9 @@ public:
Returns: Returns:
bool? bool?
*/ */
virtual bool OnEntity(int Index, vec2 Pos); virtual bool OnEntity(int Index, vec2 Pos, bool Front);
virtual void Connector(vec2 Pos, CDoor* Door); virtual void Connector(vec2 Pos, CDoor* Door, bool Front);
/* /*
Function: on_CCharacter_spawn Function: on_CCharacter_spawn