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Inferno42

SDL_Collision Issue

1 post in this topic

I'm having a bit of trouble with collision in SDL. I've tried Lazy Foo's code and SDL_Collision librarie's. My issue is that when my character moves it detects that he is colliding with all of the tiles.

Player.h
[source lang="cpp"]#pragma once
#ifndef PLAYER_H
#define PLAYER_H

#include "SDL_collide.h"
#include "Graphics_Core.h"
#include "Tile_Manager.h"
#include "Debug_Overlay.h"


namespace Roger
{
const int ROGER_STANDING = 0;
const int ROGER_RUN_LEFT_1 = 1;
const int ROGER_RUN_LEFT_2 = 2;
const int ROGER_RUN_LEFT_3 = 3;
const int ROGER_RUN_RIGHT_1 = 4;
const int ROGER_RUN_RIGHT_2 = 5;
const int ROGER_RUN_RIGHT_3 = 6;
class Player
{
public:
Player(int x, int y);
void Move_Left(Tile *tiles[]);
void Move_Right(Tile *tiles[]);
void Jump(Tile *tiles[]);
void Fall(Tile *tiles[]);
void Lose_Velocity();
void Draw();
int Cur_x;
int Cur_y;

private:
double max_vel;
double cur_vel;
SDL_Surface* Run[5];
SDL_Surface* Roger_Sheet;
SDL_Rect m_BoundBox;
SDL_Rect m_ClippingRect[7];
GraphicManager m_Manager;
Debug_Overlay m_DOverlay;
int anim_number;

};
extern Player CRoger;
}

#endif // PLAYER_H[/source]


Player.cpp

[source lang="cpp"]#include "Player.h"
#include "System_Core.h"



namespace Roger
{
Player CRoger(450,200);
Player::Player(int x, int y)
{
max_vel = 15.f;
cur_vel = 0.f;
Cur_x = x;
Cur_y = y;
this->anim_number = 0;
Roger_Sheet = m_Manager.VLoad_Image("Textures\\Roger\\Roger.bmp");
m_BoundBox.x = x;
m_BoundBox.y = y;
m_BoundBox.w = 15;
m_BoundBox.h = 29;

//Standing Anim
m_ClippingRect[ROGER_STANDING].x = 19;
m_ClippingRect[ROGER_STANDING].y = 22;


//Running Anims
m_ClippingRect[ROGER_RUN_LEFT_1].x = 52;
m_ClippingRect[ROGER_RUN_LEFT_1].y = 1;

m_ClippingRect[ROGER_RUN_LEFT_2].x = 104;
m_ClippingRect[ROGER_RUN_LEFT_2].y = 1;

m_ClippingRect[ROGER_RUN_LEFT_3].x = 156;
m_ClippingRect[ROGER_RUN_LEFT_3].y = 1;


m_ClippingRect[ROGER_RUN_RIGHT_1].x = 1;
m_ClippingRect[ROGER_RUN_RIGHT_1].y = 52;

m_ClippingRect[ROGER_RUN_RIGHT_2].x = 52;
m_ClippingRect[ROGER_RUN_RIGHT_2].y = 52;

m_ClippingRect[ROGER_RUN_RIGHT_3].x = 104;
m_ClippingRect[ROGER_RUN_RIGHT_3].y = 52;


for(int i = 0; i <= 6; i++)
{
m_ClippingRect[i].h = 29;
m_ClippingRect[i].w = 15;
}
}

void Player::Fall(Tile *tiles[])
{
}

void Player::Move_Left(Tile *tiles[])
{
bool Cant_Move = false;
if(cur_vel < max_vel)
{
cur_vel += 1.f;
}

if(cur_vel >= max_vel)
{
cur_vel = 15.f;
}

for(int i = 0; i < TILE_AMOUNT; i++)
{
SDL_Rect t_BoundBox = tiles[i]->Get_Boundbox();
int t_Type = tiles[i]->Get_Ttype();
if(SDL_CollideBoundingBox(m_BoundBox,t_BoundBox) == 1)
{

}
else if(SDL_CollideBoundingBox(m_BoundBox,t_BoundBox) == 0 && t_Type != 1)
{
m_DOverlay.Draw_Box(m_Surface,m_BoundBox.x,m_BoundBox.y); //Debug, checking where collisions occur
SDL_Flip(m_Surface);
Cant_Move = true;
}

if(Cant_Move == false)
{
Cur_x += cur_vel;
}
}
}

void Player::Move_Right(Tile *tiles[])
{
bool Cant_Move = false;
if(cur_vel < max_vel)
{
cur_vel += 1.f;
}

if(cur_vel >= max_vel)
{
cur_vel = 15.f;
}

for(int i = 0; i < TILE_AMOUNT; i++)
{
SDL_Rect t_BoundBox = tiles[i]->Get_Boundbox();
int t_Type = tiles[i]->Get_Ttype();

if(SDL_CollideBoundingBox(m_BoundBox,t_BoundBox) == 1)
{

}
else if(SDL_CollideBoundingBox(m_BoundBox,t_BoundBox) == 0 && t_Type != 1)
{
m_DOverlay.Draw_Box(m_Surface,m_BoundBox.x,m_BoundBox.y); //Debug, checking where collisions occur
SDL_Flip(m_Surface);
Cant_Move = true;
}

if(Cant_Move == false)
{
Cur_x -= cur_vel;
}
}
}

void Player::Lose_Velocity()
{
cur_vel--;

if(cur_vel <= 0)
cur_vel = 0;
}


void Player::Draw()
{
m_Manager.VDraw(Cur_x,Cur_y,Roger_Sheet,m_Surface,m_ClippingRect[anim_number]);
}
}[/source]

The character is positioned at X:450 and Y:200, his is 22px hight and 19px wide. My issue is that he is colliding with nearly every single tile despite him not being remotely close to them.
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