Fix many errors tracing colliders in maps.
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parent
6c97ff6be4
commit
ea0b04da53
60
src/map.rs
60
src/map.rs
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@ -259,86 +259,74 @@ fn spawn_colliders(
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}
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}
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}
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}
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} else {
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} else {
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let mut has_body = vec![vec![false; map.height as usize]; map.width as usize];
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let mut has_body =
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vec![vec![false; map.height as usize + 1]; map.width as usize + 1];
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let mut bottom_left = None;
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let mut bottom_left = None;
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let mut bottom_right = None;
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let mut bottom_right = None;
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for y in 0..map.height {
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for y in 0..map.height {
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for x in 0..map.width {
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for x in 0..map.width {
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// println!("Checking ({}, {})", x, y);
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trace!("Checking ({x}, {y})");
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if bottom_left.is_some() {
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if bottom_left.is_some() {
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if has_body[x][y] {
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if has_body[x][y] {
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// println!("Hit another body, setting bottom right");
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trace!("Hit another body, setting bottom right");
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bottom_right = Some((x, y));
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bottom_right = Some((x, y));
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} else if map.at(x, y).is_walkable() {
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} else if map.at(x, y).is_walkable() {
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/*println!(
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trace!("Hit an empty tile, setting bottom right to ({x}, {y})",);
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"Hit an empty tile, setting bottom right to ({}, {})",
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bottom_right = Some((x, y));
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x - 1,
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y
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);*/
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bottom_right = Some((x - 1, y));
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}
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}
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}
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}
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if map.at(x, y).is_blocked() && !has_body[x][y] {
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if map.at(x, y).is_blocked() && !has_body[x][y] {
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//println!("Blocked, setting has_body");
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trace!("Blocked, setting has_body");
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has_body[x][y] = true;
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has_body[x][y] = true;
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if bottom_left.is_none() {
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if bottom_left.is_none() {
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//println!("Setting bottom left");
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trace!("Setting bottom left");
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bottom_left = Some((x, y));
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bottom_left = Some((x, y));
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}
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}
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if bottom_left.is_some() && x == map.width - 1 {
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if bottom_left.is_some() && x == map.width - 1 {
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//println!("Hit right edge, setting bottom right");
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trace!("Hit right edge, setting bottom right");
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bottom_right = Some((x, y));
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bottom_right = Some((x, y));
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}
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}
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}
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}
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if let (Some(bl), Some(br)) = (bottom_left, bottom_right) {
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if let (Some(bl), Some(br)) = (bottom_left, bottom_right) {
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//println!("Got bottom, checking if can extend up");
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trace!("Got bottom, checking if can extend up");
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let mut top_left = bl;
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let mut top_left = (bl.0, bl.1 + 1);
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let mut top_right = br;
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let mut top_right = (br.0, br.1 + 1);
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if y != map.height - 1 {
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if y != map.height - 1 {
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let mut can_extend_up = true;
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let mut can_extend_up = true;
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for y in bl.1 + 1..map.height {
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for y in bl.1 + 1..map.height {
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for x in bl.0..=br.0 {
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for x in bl.0..br.0 {
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//println!("Extension check: ({}, {})", x, y);
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trace!("Extension check: ({x}, {y})");
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if map.at(x, y).is_walkable() {
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if map.at(x, y).is_walkable() {
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//println!("Can't, empty tile");
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trace!("Can't, empty tile");
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can_extend_up = false;
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can_extend_up = false;
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break;
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break;
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}
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}
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}
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}
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if can_extend_up {
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if can_extend_up {
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//println!("Can extend up, setting has_body");
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trace!("Can extend up, setting has_body");
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top_left.1 += 1;
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top_right.1 += 1;
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for x in top_left.0..=top_right.0 {
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for x in top_left.0..=top_right.0 {
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has_body[x][top_left.1] = true;
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has_body[x][top_left.1] = true;
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}
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}
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top_left.1 += 1;
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top_right.1 += 1;
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} else {
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} else {
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break;
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break;
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}
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}
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}
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}
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}
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}
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let mut width = br.0 as f32 - bl.0 as f32;
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let width = br.0 as f32 - bl.0 as f32;
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if width == 0. {
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width = 1.;
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}
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let half_width = width / 2.;
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let half_width = width / 2.;
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let mut height = top_left.1 as f32 - bl.1 as f32;
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let height = top_left.1 as f32 - bl.1 as f32;
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if height == 0. {
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height = 1.;
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}
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let half_height = height / 2.;
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let half_height = height / 2.;
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/*println!(
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trace!(
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"Top left: {:?}\ntop right: {:?}\nbottom left: {:?}\nbottom right: {:?}",
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"Top left: {:?}\ntop right: {:?}\nbottom left: {:?}\nbottom right: {:?}",
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top_left, top_right, bl, br
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top_left, top_right, bl, br
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);*/
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let center = (
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bl.0 as f32 + half_width + 0.5,
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br.1 as f32 + half_height + 0.5,
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);
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);
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/*println!(
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let center = (bl.0 as f32 + half_width, br.1 as f32 + half_height);
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trace!(
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"Create shape at {:?} of width {:?} and height {:?}",
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"Create shape at {:?} of width {:?} and height {:?}",
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center, width, height
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center, width, height
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);*/
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);
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let id = commands
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let id = commands
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.spawn_bundle(ColliderBundle {
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.spawn_bundle(ColliderBundle {
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shape: ColliderShape::cuboid(half_width, half_height).into(),
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shape: ColliderShape::cuboid(half_width, half_height).into(),
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