Pre Point2f Nuke

Fixed drawing,
Added general optimisations
This commit is contained in:
Bram Verhulst
2024-04-16 14:08:41 +02:00
parent f50597d1a5
commit 64e96ab209
13 changed files with 228 additions and 177 deletions

View File

@@ -16,7 +16,9 @@ Player::Player(const Point2f& Position, TextureManager* manager) : m_Position(Po
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 });
m_walkAnimation = new Animation(
manager->GetTexture("animations/player/player_walk.png"),
8, 0.1f, Rectf { 0, 0, 70, 70 });
}
Collision::CollisionRect Player::GetCollisionRect() const {
Collision::CollisionRect rect = { m_Position, m_Size, m_Vel };
@@ -33,18 +35,29 @@ void Player::Draw() const {
const int frameWidth = 70; //TODO: fix this
int halfFrameWidth = frameWidth / 2;
auto drawPos = Point2f { center.x - halfFrameWidth - 10, center.y - halfFrameWidth + 9 };
Point2f drawPos = Point2f { center.x - halfFrameWidth, center.y - halfFrameWidth + 9 };
m_walkAnimation->Draw(drawPos, 0);
m_walkAnimation->Draw(drawPos, Rectf { drawPos.x, drawPos.y, frameWidth, frameWidth });
}
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::isKeyPressed(SDL_SCANCODE_H);
ImGui::Text("Is Key Up H: %s", test ? "true" : "false");
ImGui::Checkbox("Draw Collision Rect", &m_DrawCollisionRect);
std::string currentState{};
switch (m_State) {
case PlayerState::Idle:
currentState = "Idle";
break;
case PlayerState::Digging:
currentState = "Digging";
break;
case PlayerState::Walking:
currentState = "Walking";
break;
}
ImGui::Text("Player State %s", currentState.c_str());
//ContactMap
ImGui::Text("ContactMap:");
ImGui::Text("Top: %s", m_ContactMap[Collision::CollisionDirection::Top] != nullptr ? "true" : "false");
@@ -56,132 +69,139 @@ void Player::ProcessImGui() {
void Player::Update(float elapsedTime, WorldLevel& level) {
m_Vel = Point2f { 0, -100 };
//check for keys
if (utils::isKeyDown(SDL_SCANCODE_W)) {
m_Vel.y = 100;
if(m_State != PlayerState::Digging) {
m_Vel = Point2f { 0, -100 };
if (utils::isKeyDown(SDL_SCANCODE_W)) {
m_Vel.y = 100;
m_Grounded = false;
}
if (utils::isKeyPressed(SDL_SCANCODE_S)) {
m_Vel.y = -100;
if (m_Grounded) {
if (m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
//Do the digging
m_State = PlayerState::Digging;
//Set the digging location in the center of the destination tile;
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Bottom];
m_DigDestination = tile->GetPosition() + tile->GetSize() / 2;
m_ContactMap[Collision::CollisionDirection::Bottom]->SetTileType(Tiles::AIR);
//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::Bottom] = nullptr;
}
}
}
if (utils::isKeyDown(SDL_SCANCODE_A)) {
m_walkAnimation->SetFlipped(false);
m_Vel.x = -100;
}
if (utils::isKeyDown(SDL_SCANCODE_D)) {
m_Vel.x = 100;
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) {
m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
//center of tile
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)) {
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;
}
if (utils::isKeyPressed(SDL_SCANCODE_S)) {
m_Vel.y = -100;
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_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
}
}
}
if (utils::isKeyDown(SDL_SCANCODE_A)) {
m_walkAnimation->SetFlipped(false);
m_Vel.x = -100;
}
if (utils::isKeyDown(SDL_SCANCODE_D)) {
m_Vel.x = 100;
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) {
m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
//center of tile
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)) {
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 {};
float t = 0, min_t = INFINITY;
Point2f intersectionPoint, normal;
const 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) {
tile->m_Hightlight = false;
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)
{
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);
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) {
//Right of player
m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
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) {
tile->m_Hightlight = false;
if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
contactTimes.emplace_back(std::pair<int, float> { x + y * WORLD_WIDTH, t });
}
}
}
}
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;
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);
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) {
//Right of player
m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
}
}
}
}
//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) {
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
m_Grounded = true;
world_tile->m_Hightlight = true;
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;
}
}
}
//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) {
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
m_Grounded = true;
world_tile->m_Hightlight = true;
}
}
Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
}
if(m_State != PlayerState::Digging) { //Fix for when the state is JUST set to digging
if (m_Vel.x != 0.0f) {
m_State = PlayerState::Walking;
}
else {
m_State = PlayerState::Idle;
}
}
Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
}
if (m_Vel.x != 0.0f) {
m_State = PlayerState::Walking;
}
else {
m_State = PlayerState::Idle;
}
switch (m_State) {
@@ -191,10 +211,14 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
case PlayerState::Walking:
m_walkAnimation->SetPlaying(true);
break;
case PlayerState::Digging:
break;
default:
break;
}
m_Position = m_Position + m_Vel * elapsedTime;
if(m_State != PlayerState::Digging) {
m_Position = m_Position + m_Vel * elapsedTime;
}
}