Over the last few days I have been trying to implement simple collision detection of objects drawn using OpenGL.
With the aid of the Pearson, Computer Graphics with OpenGL I have managed to write the following function:
void move(){
if(check_collision(sprite,platform1) || check_collision(sprite,platform2)){ //if colliding...
if (downKeyPressed ){ y_Vel += speed; downKeyPressed = false;} //going down
else if(upKeyPressed ){ y_Vel -= speed; upKeyPressed = false;} //going up
else if(rightKeyPressed){ x_Vel -= speed; rightKeyPressed = false;} //going right
else if(leftKeyPressed ){ x_Vel += speed; leftKeyPressed = false;} //going left
} // always glitches on whatever is last else if above?!?!
else{ glTranslatef(sprite.x+x_Vel, sprite.y+y_Vel, 0.0); }
}
My sprite moves in accordance to keyboard inputs (the arrow keys). If it collides with a stationary object it stops moving and stays in its position.
So far, it works when colliding with the top, left side and bottom of the stationary object. Unfortunately (even though I use the same logic) the right hand side doesn't work and upon a collision the sprite is redrawn at its original x/y coordinates. I'm baffled.
As it turns out, which-ever is the last check in the move() function (the last else-if) is the one that doesn't work... I have swapped the left with the right and sure enough when left is then the last one and the one that plays up :(
Any advice or ideas on how I can improve this and stop it glitching?
Please excuse my naivety and amateur coding. I'm merely a self-taught beginning. Thanks.
float speedtoint speedalong withx_velandy_vel, to rule off the rounding error issues first of all...redrawn at original x/y coordinates