Lmao, git removed some things :>(

This commit is contained in:
Bram Verhulst
2024-03-25 09:30:59 +01:00
parent ad847355b5
commit 61d1d17795
8 changed files with 116 additions and 15 deletions

View File

@@ -1,4 +1,4 @@
#include "pch.h"
#include "imgui.h"
#include "Player.h"
#include <algorithm>
@@ -22,6 +22,21 @@ void Player::Draw() const {
utils::SetColor(Colors::PINK);
utils::DrawRect(Rectf{m_Position.x, m_Position.y, m_Size.x, m_Size.y});
}
void Player::ProcessImGui() {
ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Text("is Grounded: %s", m_Grounded ? "true" : "false");
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");
//ContactMap
ImGui::Text("ContactMap:");
ImGui::Text("Top: %s", m_ContactMap[Collision::CollisionDirection::Top] != nullptr ? "true" : "false");
ImGui::Text("Bottom: %s", m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr ? "true" : "false");
ImGui::Text("Left: %s", m_ContactMap[Collision::CollisionDirection::Left] != nullptr ? "true" : "false");
ImGui::Text("Right: %s", m_ContactMap[Collision::CollisionDirection::Right] != nullptr ? "true" : "false");
ImGui::End();
}
void Player::Update(float elapsedTime, WorldLevel& level) {
// m_Acc.y += m_Gravity.y;
@@ -29,13 +44,17 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
//
// Point2f nextPos = m_Position + m_Vel * elapsedTime;
// //collision checking
m_Vel = Point2f{0, -100};
//check for keys
if(utils::isKeyDown(SDL_SCANCODE_W)) {
m_Vel.y = 100;
m_Grounded = false;
}
if(utils::isKeyDown(SDL_SCANCODE_S)) {
if(utils::isKeyPressed(SDL_SCANCODE_S)) {
m_Vel.y = -100;
if(m_Grounded) {
if(m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
@@ -43,7 +62,9 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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};
m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
}
@@ -55,8 +76,33 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
}
if(utils::isKeyDown(SDL_SCANCODE_D)) {
m_Vel.x = 100;
if(m_Grounded && !m_DidJustDigRight) {
//Check if the player doesnt come from digging a tile
if(m_ContactMap[Collision::CollisionDirection::Right] != nullptr) {
m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(GroundTileTypes::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};
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_DidJustDigRight = true;
}
}
}
if(m_DidJustDigRight) {
if(!utils::isKeyDown(SDL_SCANCODE_D)) {
m_DidJustDigRight = false;
}
}
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;
@@ -64,8 +110,8 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
WorldGridManager& gridManager = level.GetGridManager();
for (size_t x { 0 }; x < WORLD_WIDTH; ++x) {
for(size_t y { 0 }; y < WORLD_HEIGHT; ++y) {
for (int x { 0 }; x < WORLD_WIDTH; ++x) {
for(int y { 0 }; y < WORLD_HEIGHT; ++y) {
if(gridManager.GetTileAtIndex(x,y)->GetTileType() == GroundTileTypes::Dirt) {
gridManager.GetTileAtIndex(x,y)->m_Hightlight = false;
if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, gridManager.GetTileAtIndex(x, y)->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
@@ -78,22 +124,32 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b) {
return a.second < b.second;
});
//check if grounded
// if(contactTimes.size() == 0) {
// m_Grounded = false;
// }
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);
world_tile->m_Hightlight = true;
bool isDiggingCandidate = true;
Collision::CollisionRect tileRect = world_tile->GetCollisionRect().getCollisionRect();
//check if the tile is above the player
if(tileRect.pos.y > m_Position.y + m_Size.y) {
isDiggingCandidate = false;
}
//check if tile is left of player
if(tileRect.pos.x > m_Position.x + m_Size.x) {
isDiggingCandidate = false;
if(tileRect.pos.y + tileRect.size.y > m_Position.y) {
world_tile->m_Hightlight = true;
m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
isDiggingCandidate = false;
}
}
//check if tile is right of player
if(tileRect.pos.x + tileRect.size.x < m_Position.x) {
@@ -106,14 +162,17 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
//check if the center of the player is between the centers of the tiles left and right
if(m_Position.x + m_Size.x / 2 > tileRect.pos.x && m_Position.x + m_Size.x / 2 < tileRect.pos.x + tileRect.size.x) {
if(isDiggingCandidate) {
//check if the distance to the tile is less than the size of a tile
if(m_Position.y + tileRect.size.y > tileRect.pos.y) {
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
m_Grounded = true;
}
//Dig the tile
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
m_Grounded = true;
}
}
}
//m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
//m_Grounded = true;
@@ -123,4 +182,4 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
m_Position = m_Position + m_Vel * elapsedTime;
}
}