Reformat + Basic animation system

General fixes
This commit is contained in:
Bram Verhulst
2024-04-01 10:27:37 +02:00
parent 3b9c96ea8d
commit 0f9bb76973
28 changed files with 918 additions and 546 deletions

View File

@@ -6,21 +6,34 @@
#include "colors.h"
#include "utils.h"
#include "WorldLevel.h"
#include "Animations/Animation.h"
Player::Player(const Point2f& Position) : m_Position(Position), m_Size(Point2f{40, 40}), m_Vel(Point2f{0,0}), m_Acc(Point2f{0,0}) {
Player::Player(const Point2f& Position, TextureManager* manager) : m_Position(Position), m_Size(Point2f { 40, 40 }), m_Vel(Point2f { 0, 0 }), m_Acc(Point2f { 0, 0 }) {
m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_walkAnimation = new Animation(manager->GetTexture("animations/player/player_walk.png"), 8, 0.1f, Rectf { 0, 0, 70, 70 });
}
Collision::CollisionRect Player::GetCollisionRect() {
Collision::CollisionRect rect = {m_Position, m_Size, m_Vel};
Collision::CollisionRect Player::GetCollisionRect() const {
Collision::CollisionRect rect = { m_Position, m_Size, m_Vel };
return rect;
}
void Player::Draw() const {
utils::SetColor(Colors::PINK);
utils::DrawRect(Rectf{m_Position.x, m_Position.y, m_Size.x, m_Size.y});
if (m_DrawCollisionRect) {
utils::SetColor(Colors::PINK);
utils::DrawRect(Rectf { m_Position.x, m_Position.y, m_Size.x, m_Size.y });
}
Point2f center = m_Position + m_Size / 2;
const int frameWidth = 70; //TODO: fix this
int halfFrameWidth = frameWidth / 2;
auto drawPos = Point2f { center.x - halfFrameWidth - 10, center.y - halfFrameWidth + 9 };
m_walkAnimation->Draw(drawPos, 0);
}
void Player::ProcessImGui() {
ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
@@ -28,6 +41,7 @@ void Player::ProcessImGui() {
ImGui::Text("Did just dig right: %s", m_DidJustDigRight ? "true" : "false");
bool test = !utils::isKeyDown(SDL_SCANCODE_H);
ImGui::Text("Is Key Up H: %s", test ? "true" : "false");
ImGui::Checkbox("Draw Collision Rect", &m_DrawCollisionRect);
//ContactMap
ImGui::Text("ContactMap:");
@@ -39,112 +53,109 @@ void Player::ProcessImGui() {
}
void Player::Update(float elapsedTime, WorldLevel& level) {
// m_Acc.y += m_Gravity.y;
// m_Vel.y = std::min(m_Vel.y, m_MaxSpeed);
//
// Point2f nextPos = m_Position + m_Vel * elapsedTime;
// //collision checking
m_Vel = Point2f{0, -100};
m_Vel = Point2f { 0, -100 };
//check for keys
if(utils::isKeyDown(SDL_SCANCODE_W)) {
if (utils::isKeyDown(SDL_SCANCODE_W)) {
m_Vel.y = 100;
m_Grounded = false;
}
if(utils::isKeyPressed(SDL_SCANCODE_S)) {
if (utils::isKeyPressed(SDL_SCANCODE_S)) {
m_Vel.y = -100;
if(m_Grounded) {
if(m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
if (m_Grounded) {
if (m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
m_ContactMap[Collision::CollisionDirection::Bottom]->SetTileType(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Bottom];
//center of tile
Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
m_Position = Point2f { tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5 };
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
}
}
}
if(utils::isKeyDown(SDL_SCANCODE_A)) {
if (utils::isKeyDown(SDL_SCANCODE_A)) {
m_walkAnimation->SetFlipped(false);
m_Vel.x = -100;
}
if(utils::isKeyDown(SDL_SCANCODE_D)) {
if (utils::isKeyDown(SDL_SCANCODE_D)) {
m_Vel.x = 100;
if(m_Grounded && !m_DidJustDigRight) {
m_walkAnimation->SetFlipped(true);
if (m_Grounded && !m_DidJustDigRight) {
//Check if the player doesnt come from digging a tile
if(m_ContactMap[Collision::CollisionDirection::Right] != nullptr) {
if (m_ContactMap[Collision::CollisionDirection::Right] != nullptr) {
m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
//center of tile
Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
const Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
m_Position = Point2f { tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5 };
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_DidJustDigRight = true;
}
}
}
if(m_DidJustDigRight) {
if(!utils::isKeyDown(SDL_SCANCODE_D)) {
if (m_DidJustDigRight) {
if (!utils::isKeyDown(SDL_SCANCODE_D)) {
m_DidJustDigRight = false;
}
}
}
m_walkAnimation->Update(elapsedTime);
m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_Grounded = false;
float t = 0, min_t = INFINITY;
Point2f intersectionPoint, normal;
std::vector<std::pair<int, float>> contactTimes{};
WorldGridManager& gridManager = level.GetGridManager();
std::vector<std::pair<int, float>> contactTimes {};
const WorldGridManager& gridManager = level.GetGridManager();
for (int x { 0 }; x < WORLD_WIDTH; ++x) {
for(int y { 0 }; y < WORLD_HEIGHT; ++y) {
WorldTile* tile = gridManager.GetTileAtIndex(x,y);
if(*tile->GetTileType() != Tiles::AIR) {
for (int y { 0 }; y < WORLD_HEIGHT; ++y) {
WorldTile* tile = gridManager.GetTileAtIndex(x, y);
if (*tile->GetTileType() != Tiles::AIR) {
tile->m_Hightlight = false;
if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
contactTimes.push_back(std::pair<int, float>{x + y * WORLD_WIDTH, t});
if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
contactTimes.emplace_back(std::pair<int, float> { x + y * WORLD_WIDTH, t });
}
}
}
}
std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b) {
std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b)
{
return a.second < b.second;
});
for (std::pair<int, float> contact_time : contactTimes) {
int x = contact_time.first % WORLD_WIDTH;
int y = contact_time.first / WORLD_WIDTH;
WorldTile* world_tile = gridManager.GetTileAtIndex(x,y);
WorldTile* world_tile = gridManager.GetTileAtIndex(x, y);
const Point2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
const Point2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size;
if(WorldTilePos.y + WorldTileSize.y > m_Position.y) {
if(WorldTilePos.x + WorldTileSize.x > m_Position.x) {
if(WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
if (WorldTilePos.x + WorldTileSize.x > m_Position.x) {
if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
//Right of player
m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
}
}
}
if(WorldTilePos.y + WorldTileSize.y > m_Position.y) {
if(WorldTilePos.x < m_Position.x + m_Size.x) {
if(WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
if (WorldTilePos.x < m_Position.x + m_Size.x) {
if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
//Left of player
m_ContactMap[Collision::CollisionDirection::Left] = world_tile;
}
@@ -152,8 +163,8 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
}
//Below the player
if(WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
if(WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
if (WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
if (WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
m_Grounded = true;
world_tile->m_Hightlight = true;
@@ -164,6 +175,24 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
}
m_Position = m_Position + m_Vel * elapsedTime;
if (m_Vel.x != 0.0f) {
m_State = PlayerState::Walking;
}
else {
m_State = PlayerState::Idle;
}
switch (m_State) {
case PlayerState::Idle:
m_walkAnimation->SetPlaying(false);
break;
case PlayerState::Walking:
m_walkAnimation->SetPlaying(true);
break;
default:
break;
}
m_Position = m_Position + m_Vel * elapsedTime;
}