fix: Align player collision box and sprite rendering precisely
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04295f9f9f
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@ -81,10 +81,13 @@ class Entity {
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const numBottomPoints = 5;
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let groundCollision = false;
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// For player entity, adjust the collision detection to match sprite feet position
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const yOffset = this.type === ENTITY_TYPES.PLAYER ? 2 : 0;
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for (let i = 0; i < numBottomPoints; i++) {
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const ratio = i / (numBottomPoints - 1);
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const bottomX = newX - halfWidth + (2 * halfWidth * ratio);
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const bottomY = newY + halfHeight;
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const bottomY = newY + halfHeight + yOffset;
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if (this.isPixelSolid(bottomX, bottomY)) {
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groundCollision = true;
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@ -99,8 +102,11 @@ class Entity {
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}
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// Check side points for horizontal collision
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const leftMiddle = { x: newX - halfWidth, y: newY };
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const rightMiddle = { x: newX + halfWidth, y: newY };
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// For player entity, adjust the collision detection to match sprite position
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const yAdjust = this.type === ENTITY_TYPES.PLAYER ? -1 : 0;
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const leftMiddle = { x: newX - halfWidth, y: newY + yAdjust };
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const rightMiddle = { x: newX + halfWidth, y: newY + yAdjust };
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if (this.isPixelSolid(leftMiddle.x, leftMiddle.y)) {
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result.collision = true;
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@ -113,7 +119,7 @@ class Entity {
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}
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// Check top for ceiling collision
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const topMiddle = { x: newX, y: newY - halfHeight };
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const topMiddle = { x: newX, y: newY - halfHeight + (this.type === ENTITY_TYPES.PLAYER ? -2 : 0) };
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if (this.isPixelSolid(topMiddle.x, topMiddle.y)) {
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result.collision = true;
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result.vertical = true;
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@ -2,8 +2,8 @@
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class Player extends Entity {
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constructor(x, y, options = {}) {
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super(ENTITY_TYPES.PLAYER, x, y, {
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width: 8, // Adjusted collision box size
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height: 16,
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width: 6, // Narrower collision box to match sprite
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height: 12, // Shorter collision box to match sprite
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...options
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});
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@ -138,12 +138,12 @@ class Player extends Entity {
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}
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// Draw the correct sprite frame
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// Center the sprite on the entity position, with slight y-offset to align feet
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// Center the sprite on the entity position, with y-offset to align feet with collision box
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ctx.drawImage(
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this.sprite,
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this.currentFrame * this.frameWidth, 0,
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this.frameWidth, this.frameHeight,
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-spriteDisplayWidth / 2, -spriteDisplayHeight / 2 + 2, // Reduced offset for smaller sprite
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-spriteDisplayWidth / 2, -spriteDisplayHeight / 2 - 2, // Adjusted y-offset to align with collision box
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spriteDisplayWidth, spriteDisplayHeight
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);
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@ -167,10 +167,16 @@ class Player extends Entity {
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ctx.lineWidth = 1;
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ctx.strokeRect(
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screenX - spriteDisplayWidth / 2,
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screenY - spriteDisplayHeight / 2 + 4,
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screenY - spriteDisplayHeight / 2 - 2, // Match the sprite drawing offset
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spriteDisplayWidth,
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spriteDisplayHeight
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);
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// Draw a dot at the entity's exact position
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ctx.fillStyle = '#ffff00';
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ctx.beginPath();
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ctx.arc(screenX, screenY, 2, 0, Math.PI * 2);
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ctx.fill();
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}
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}
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}
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