Added basic player / collisions in player

This commit is contained in:
Bram Verhulst
2024-03-18 15:05:11 +01:00
parent 39c744ba79
commit 964a1a42f6
8 changed files with 119 additions and 81 deletions

View File

@@ -1,19 +1,25 @@
#include "pch.h"
#include "Player.h"
#include <algorithm>
#include "colors.h"
#include "utils.h"
#include "WorldLevel.h"
Player::Player(const Point2f& Position) : m_Position(Position), m_Size(Point2f{50, 20})
{}
Collision::CollisionRect Player::GetCollisionRect() {
Collision::CollisionRect rect = {m_Position, m_Size, m_Vel};
return rect;
}
void Player::Draw() const {
utils::SetColor(Colors::RED);
utils::DrawRect(Rectf{m_Position.x, m_Position.y, m_Size.x, m_Size.y});
}
void Player::Update(float elapsedTime, const WorldLevel& level) {
void Player::Update(float elapsedTime, WorldLevel& level) {
// m_Acc.y += m_Gravity.y;
// m_Vel.y = std::min(m_Vel.y, m_MaxSpeed);
//
@@ -35,23 +41,25 @@ void Player::Update(float elapsedTime, const WorldLevel& level) {
m_Vel.x = 100;
}
Point2f nextPos = m_Position + m_Vel * elapsedTime;
bool isColliding = false;
float t = 0, min_t = INFINITY;
Point2f intersectionPoint, normal;
auto tiles = level.GetAllTiles();
for (int x{0}; x < WorldLevel::WORLD_WIDTH; ++x) {
for (int y{0}; y < WorldLevel::WORLD_HEIGHT; ++y) {
WorldTile* tile = tiles[x][y];
if (tile->GetTileType() == GroundTileTypes::Dirt) {
Rectf tileRect = Rectf{tile->GetPosition().x, tile->GetPosition().y, WorldLevel::TILE_WIDTH, WorldLevel::TILE_HEIGHT};
if (utils::IsOverlapping(nextPos, m_Size, tileRect)) {
isColliding = true;
}
}
std::vector<std::pair<int, float>> contactTimes{};
for (size_t i { 0 }; i < level.m_Rects.size(); ++i) {
if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, level.m_Rects[i], intersectionPoint, normal, t)) {
contactTimes.push_back(std::pair<int, float>{i, t});
}
}
if(!isColliding) {
m_Position = nextPos;
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) {
Collision::ResolvePlayerVsRect(*this, elapsedTime, &level.m_Rects[contact_time.first]);
}
m_Position = m_Position + m_Vel * elapsedTime;
}