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Add simple movement
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1 changed files with 6 additions and 3 deletions
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@ -228,7 +228,7 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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Unit heightOffset, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc);
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ArrayFunction ceilingHeightFunc, int8_t computeHeight);
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//=============================================================================
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// privates
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@ -984,7 +984,7 @@ Unit perspectiveScale(Unit originalSize, Unit distance)
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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Unit heightOffset, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc)
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ArrayFunction ceilingHeightFunc, int8_t computeHeight)
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{
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// TODO: have the cam coll parameters precomputed as macros? => faster
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@ -1017,6 +1017,7 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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// checks a single square for collision against the camera
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#define collCheck(dir,s1,s2)\
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if (computeHeight)\
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{\
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Unit height = floorHeightFunc(s1,s2);\
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if (height > bottomLimit)\
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@ -1028,6 +1029,8 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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dir##Collides = true;\
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}\
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}\
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else\
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dir##Collides = floorHeightFunc(s1,s2) > CAMERA_COLL_STEP_HEIGHT;
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// check a collision against non-diagonal square
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#define collCheckOrtho(dir,dir2,s1,s2,x)\
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@ -1083,7 +1086,7 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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camera->position.y = cornerNew.y - yDir * CAMERA_COLL_RADIUS;
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}
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if (movesInPlane || heightOffset != 0)
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if (computeHeight && (movesInPlane || heightOffset != 0))
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{
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camera->height += heightOffset;
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