I have been working on a C# & SFML remake of one of my LWJGL engines. So far it's going great, but, when I tried to copy/convert over my collision code, things didn't go so well.
Here's my code for the player/entity class, bounding box, and the game code.
Entity:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
namespace FastSrc_CS.Core
{
public class FSEntity
{
public Vector2f Position, Size;
public Color EColor;
public RectangleShape sprite;
public BoundingBox Bounds;
public bool canMove;
public float VelX, VelY;
public FSEntity()
{
}
public virtual void Init(Vector2f pos, Vector2f size, Color color)
{
Position = pos;
Size = size;
EColor = color;
sprite = new RectangleShape();
sprite.FillColor = EColor;
sprite.Position = Position;
sprite.Size = Size;
//sprite.Origin = new Vector2f(size.X / 2, size.Y / 2);
Bounds = new BoundingBox(Position, Size);
}
public void SetVelX(float x)
{
VelX = x;
}
public void SetVelY(float x)
{
VelY = x;
}
public Vector2f GetOrigin()
{
return new Vector2f(Size.X / 2, Size.Y / 2);
}
public virtual void Update()
{
}
public void UpdatePos()
{
Position.X += VelX;
Position.Y += VelY;
sprite.Position = Position;
Bounds.UpdateBounds(Position, Size);
}
public virtual void Render(RenderWindow w)
{
w.Draw(sprite);
}
}
}
Player:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
namespace FastSrc_CS
{
class Player : Core.FSEntity
{
public float speed = 6f;
public override void Init(Vector2f pos, Vector2f size, Color color)
{
canMove = true;
base.Init(pos, size, color);
}
public override void Update()
{
base.Update();
Movement();
Position.X += VelX;
Position.Y += VelY;
sprite.Position = Position;
Bounds.UpdateBounds(Position, Size);
}
public void Movement()
{
if (Keyboard.IsKeyPressed(Keyboard.Key.A) && canMove == true)
{
SetVelX(-speed);
SetVelY(0);
}
else if (Keyboard.IsKeyPressed(Keyboard.Key.D) && canMove == true)
{
SetVelX(speed);
SetVelY(0);
}
else if (Keyboard.IsKeyPressed(Keyboard.Key.W) && canMove == true)
{
SetVelY(-speed);
SetVelX(0);
}
else if (Keyboard.IsKeyPressed(Keyboard.Key.S) && canMove == true)
{
SetVelY(speed);
SetVelX(0);
}
else
{
SetVelX(0);
SetVelY(0);
}
}
public override void Render(RenderWindow w)
{
base.Render(w);
}
}
}
Bounding Box:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
namespace FastSrc_CS.Core
{
public class BoundingBox
{
public FloatRect Rectangle;
public BoundingBox(Vector2f pos, Vector2f size)
{
Rectangle = new FloatRect(pos, size);
}
public bool Collide(BoundingBox b)
{
bool col = false;
if (this.Rectangle.Intersects(b.Rectangle))
{
col = true;
}
else
{
col = false;
}
return col;
}
public void UpdateBounds(Vector2f pos, Vector2f size)
{
Rectangle.Width = size.X;
Rectangle.Height = size.Y;
Rectangle.Left = pos.X;
Rectangle.Top = pos.Y;
}
}
}
Game:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FastSrc_CS.Core;
using SFML.Graphics;
using SFML.System;
using SFML.Window;
namespace FastSrc_CS
{
public class Game : FSGame
{
Player p = new Player();
Wall w = new Wall();
public override void Init()
{
p.Init(new Vector2f(400, 300), new Vector2f(32, 32), Color.Red);
w.Init(new Vector2f(100, 100), new Vector2f(32, 32), Color.Blue);
Entities.Add(p);
Entities.Add(w);
}
public override void Update()
{
Console.WriteLine(p.Position.X);
//COLLISION CODE FOR WALLS
if (p.Bounds.Collide(w.Bounds))
{
//Right Collision
if (p.VelX > 0)
{
Console.WriteLine("Right Collision");
p.canMove = false;
p.Position.X = w.Position.X - 32;
p.SetVelX(0);
}
else if (p.VelX < 0)
{
Console.WriteLine("Left Collision");
p.canMove = false;
p.Position.X = w.Position.X + 32;
p.SetVelX(0);
}
if (p.VelX == 0)
{
p.canMove = true;
}
}
Entities.ForEach(k => k.Update());
}
public override void Render(RenderWindow w)
{
Entities.ForEach(k => k.Render(w));
}
}
}
The issue lies within the "game" class in this region:
//COLLISION CODE FOR WALLS
if (p.Bounds.Collide(w.Bounds))
{
//Right Collision
if (p.VelX > 0)
{
Console.WriteLine("Right Collision");
p.canMove = false;
p.Position.X = w.Position.X - 32;
p.SetVelX(0);
}
else if (p.VelX < 0)
{
Console.WriteLine("Left Collision");
p.canMove = false;
p.Position.X = w.Position.X + 32;
p.SetVelX(0);
}
if (p.VelX == 0)
{
p.canMove = true;
}
}
When I run this, the player will stop moving, but he will be slightly implanted into the wall. I know what you're thinking, "move the if statement that make p.canMove = true
outside of the collision's if statement." I have tried this, and it results in the player bouncing back-and-forth with the cube. I have tried different methods to the point where I thought about leaving this code out. I decided to revert back to Stack Overflow to see if someone could help me out. Thanks in advance.