func (m *MoveFlag) checkCollisionWithActors(obj gameObjectsBase.Activer, dir int, shift float64) (bool, geometry.Point) { segment, pos := obj.GetCollisionableSide(dir, shift) col1, row1 := int(segment.Point1.X), int(segment.Point1.Y) col2, row2 := int(segment.Point2.X), int(segment.Point2.Y) res := m.checkCollisionWithActorsInCell(col1, row1, &segment) || m.checkCollisionWithActorsInCell(col2, row2, &segment) if res { pos = obj.GetCenter() } return res, pos }
func (m *MoveFlag) checkCollisionWithWalls(obj gameObjectsBase.Activer, dir int, shift float64) (bool, geometry.Point) { pos := obj.GetShiftedFrontSide(dir, shift) if m.field.IsBlocked(int(math.Floor(pos.X)), int(math.Floor(pos.Y))) { switch dir { case consts.NORTH_DIR: pos.Y = math.Ceil(pos.Y) + consts.OBJECT_HALF case consts.SOUTH_DIR: pos.Y = math.Floor(pos.Y) - consts.OBJECT_HALF case consts.EAST_DIR: pos.X = math.Floor(pos.X) - consts.OBJECT_HALF case consts.WEST_DIR: pos.X = math.Ceil(pos.X) + consts.OBJECT_HALF } return false, pos } eps := consts.SLIDE_THRESHOLD side, pos := obj.GetCollisionableSide(dir, shift) res1 := m.field.IsBlocked(int(side.Point1.X), int(side.Point1.Y)) res2 := m.field.IsBlocked(int(side.Point2.X), int(side.Point2.Y)) var near float64 if res1 || res2 { switch dir { case consts.NORTH_DIR, consts.SOUTH_DIR: if res1 { near = math.Ceil(side.Point1.X) - side.Point1.X } else { near = math.Floor(side.Point1.X) - side.Point1.X } if math.Abs(near) <= eps { side.Point1.X = side.Point1.X + near side.Point2.X = side.Point2.X + near } else { return false, obj.GetCenter() } pos.X = (side.Point1.X + side.Point2.X) / 2 case consts.EAST_DIR, consts.WEST_DIR: if res1 { near = math.Ceil(side.Point1.Y) - side.Point1.Y } else { near = math.Floor(side.Point1.Y) - side.Point1.Y } if math.Abs(near) <= eps { side.Point1.Y = side.Point1.Y + near side.Point2.Y = side.Point2.Y + near } else { return false, obj.GetCenter() } pos.Y = (side.Point1.Y + side.Point2.Y) / 2 } } return true, pos }