mirror of
https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 20:41:47 +01:00
Lmao, git removed some things :>(
This commit is contained in:
@@ -1,4 +1,4 @@
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#include "pch.h"
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#include "imgui.h"
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#include "Player.h"
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#include <algorithm>
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@@ -22,6 +22,21 @@ void Player::Draw() const {
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utils::SetColor(Colors::PINK);
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utils::DrawRect(Rectf{m_Position.x, m_Position.y, m_Size.x, m_Size.y});
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}
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void Player::ProcessImGui() {
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ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
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ImGui::Text("is Grounded: %s", m_Grounded ? "true" : "false");
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ImGui::Text("Did just dig right: %s", m_DidJustDigRight ? "true" : "false");
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bool test = !utils::isKeyDown(SDL_SCANCODE_H);
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ImGui::Text("Is Key Up H: %s", test ? "true" : "false");
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//ContactMap
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ImGui::Text("ContactMap:");
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ImGui::Text("Top: %s", m_ContactMap[Collision::CollisionDirection::Top] != nullptr ? "true" : "false");
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ImGui::Text("Bottom: %s", m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr ? "true" : "false");
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ImGui::Text("Left: %s", m_ContactMap[Collision::CollisionDirection::Left] != nullptr ? "true" : "false");
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ImGui::Text("Right: %s", m_ContactMap[Collision::CollisionDirection::Right] != nullptr ? "true" : "false");
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ImGui::End();
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}
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void Player::Update(float elapsedTime, WorldLevel& level) {
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// m_Acc.y += m_Gravity.y;
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@@ -29,13 +44,17 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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//
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// Point2f nextPos = m_Position + m_Vel * elapsedTime;
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// //collision checking
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m_Vel = Point2f{0, -100};
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//check for keys
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if(utils::isKeyDown(SDL_SCANCODE_W)) {
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m_Vel.y = 100;
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m_Grounded = false;
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}
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if(utils::isKeyDown(SDL_SCANCODE_S)) {
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if(utils::isKeyPressed(SDL_SCANCODE_S)) {
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m_Vel.y = -100;
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if(m_Grounded) {
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if(m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
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@@ -43,7 +62,9 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Bottom];
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//center of tile
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Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
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m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2};
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m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
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m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
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}
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@@ -55,8 +76,33 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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}
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if(utils::isKeyDown(SDL_SCANCODE_D)) {
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m_Vel.x = 100;
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if(m_Grounded && !m_DidJustDigRight) {
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//Check if the player doesnt come from digging a tile
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if(m_ContactMap[Collision::CollisionDirection::Right] != nullptr) {
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m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(GroundTileTypes::Air);
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WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
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//center of tile
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Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
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m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
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m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
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m_DidJustDigRight = true;
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}
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}
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}
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if(m_DidJustDigRight) {
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if(!utils::isKeyDown(SDL_SCANCODE_D)) {
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m_DidJustDigRight = false;
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}
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}
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m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
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m_Grounded = false;
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float t = 0, min_t = INFINITY;
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Point2f intersectionPoint, normal;
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@@ -64,8 +110,8 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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WorldGridManager& gridManager = level.GetGridManager();
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for (size_t x { 0 }; x < WORLD_WIDTH; ++x) {
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for(size_t y { 0 }; y < WORLD_HEIGHT; ++y) {
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for (int x { 0 }; x < WORLD_WIDTH; ++x) {
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for(int y { 0 }; y < WORLD_HEIGHT; ++y) {
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if(gridManager.GetTileAtIndex(x,y)->GetTileType() == GroundTileTypes::Dirt) {
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gridManager.GetTileAtIndex(x,y)->m_Hightlight = false;
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if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, gridManager.GetTileAtIndex(x, y)->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
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@@ -78,22 +124,32 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b) {
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return a.second < b.second;
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});
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//check if grounded
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// if(contactTimes.size() == 0) {
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// m_Grounded = false;
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// }
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for (std::pair<int, float> contact_time : contactTimes) {
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int x = contact_time.first % WORLD_WIDTH;
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int y = contact_time.first / WORLD_WIDTH;
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WorldTile* world_tile = gridManager.GetTileAtIndex(x,y);
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world_tile->m_Hightlight = true;
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bool isDiggingCandidate = true;
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Collision::CollisionRect tileRect = world_tile->GetCollisionRect().getCollisionRect();
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//check if the tile is above the player
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if(tileRect.pos.y > m_Position.y + m_Size.y) {
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isDiggingCandidate = false;
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}
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//check if tile is left of player
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if(tileRect.pos.x > m_Position.x + m_Size.x) {
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isDiggingCandidate = false;
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if(tileRect.pos.y + tileRect.size.y > m_Position.y) {
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world_tile->m_Hightlight = true;
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m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
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isDiggingCandidate = false;
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}
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}
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//check if tile is right of player
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if(tileRect.pos.x + tileRect.size.x < m_Position.x) {
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@@ -106,14 +162,17 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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//check if the center of the player is between the centers of the tiles left and right
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if(m_Position.x + m_Size.x / 2 > tileRect.pos.x && m_Position.x + m_Size.x / 2 < tileRect.pos.x + tileRect.size.x) {
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if(isDiggingCandidate) {
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//check if the distance to the tile is less than the size of a tile
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if(m_Position.y + tileRect.size.y > tileRect.pos.y) {
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m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
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m_Grounded = true;
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}
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//Dig the tile
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m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
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m_Grounded = true;
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}
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}
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}
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//m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
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//m_Grounded = true;
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@@ -123,4 +182,4 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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m_Position = m_Position + m_Vel * elapsedTime;
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}
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}
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