add collision direction to overlaps and make unground possible in movement

This commit is contained in:
nek0 2021-01-20 04:40:57 +01:00
parent ae38902d9c
commit bf04946a1b
2 changed files with 12 additions and 4 deletions

View file

@ -80,7 +80,11 @@ class (Show c, Mass c) => Collidible c where
(0 < dm `dot` da && dm `dot` da < da `dot` da)
in
if any inside quad1
then Collision 0 (V2 0 0)
then Collision 0
(if abs d1x > abs d1y
then V2 (round $ signum d1x) 0
else V2 0 (round $ signum d1y)
)
else
let res = foldl
(\acc1 gx ->
@ -133,7 +137,7 @@ elasticCollision
-> CollisionResult Double (V2 Int)
-> c1
elasticCollision _ mo1 _ NoCollision = mo1
elasticCollision damping mo1 mo2 (Collision ddt _) =
elasticCollision damping mo1 mo2 (Collision ddt (V2 dirx diry)) =
let v1@(V2 v1x v1y) = velocity mo1
(V2 v2x v2y) = velocity mo2
p1@(V2 p1x p1y) = position mo1
@ -194,7 +198,7 @@ elasticCollision damping mo1 mo2 (Collision ddt _) =
(p1 +
if ddt == 0
then
if abs by > abs bx
if diry == 0
then
V2 bx 0
else

View file

@ -76,7 +76,8 @@ instance Prop Pituicat where
instance Actor Pituicat where
perform dt p =
let physCat = (accelerate dt . gravitate constG)
let (V2 _ dy) = velocity physCat
physCat = (accelerate dt . gravitate constG)
(p
{ pcAcc = 0
, pcTMoveVel =
@ -89,6 +90,9 @@ instance Actor Pituicat where
finalCat = physCat
{ pcMoveVel =
lerp (min 0.95 (59 * dt)) (pcMoveVel physCat) (pcTMoveVel physCat)
, pcGrounded = if pcGrounded physCat
then not (abs dy * dt > 2)
else False
}
in
finalCat