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https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 12:21:48 +01:00
Added basic player / collisions in player
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@@ -1,19 +1,25 @@
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#include "pch.h"
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#include "Player.h"
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#include <algorithm>
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#include "colors.h"
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#include "utils.h"
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#include "WorldLevel.h"
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Player::Player(const Point2f& Position) : m_Position(Position), m_Size(Point2f{50, 20})
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{}
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Collision::CollisionRect Player::GetCollisionRect() {
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Collision::CollisionRect rect = {m_Position, m_Size, m_Vel};
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return rect;
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}
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void Player::Draw() const {
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utils::SetColor(Colors::RED);
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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::Update(float elapsedTime, const WorldLevel& level) {
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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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// m_Vel.y = std::min(m_Vel.y, m_MaxSpeed);
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//
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@@ -35,23 +41,25 @@ void Player::Update(float elapsedTime, const WorldLevel& level) {
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m_Vel.x = 100;
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}
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Point2f nextPos = m_Position + m_Vel * elapsedTime;
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bool isColliding = false;
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float t = 0, min_t = INFINITY;
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Point2f intersectionPoint, normal;
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auto tiles = level.GetAllTiles();
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for (int x{0}; x < WorldLevel::WORLD_WIDTH; ++x) {
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for (int y{0}; y < WorldLevel::WORLD_HEIGHT; ++y) {
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WorldTile* tile = tiles[x][y];
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if (tile->GetTileType() == GroundTileTypes::Dirt) {
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Rectf tileRect = Rectf{tile->GetPosition().x, tile->GetPosition().y, WorldLevel::TILE_WIDTH, WorldLevel::TILE_HEIGHT};
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if (utils::IsOverlapping(nextPos, m_Size, tileRect)) {
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isColliding = true;
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}
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}
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std::vector<std::pair<int, float>> contactTimes{};
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for (size_t i { 0 }; i < level.m_Rects.size(); ++i) {
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if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, level.m_Rects[i], intersectionPoint, normal, t)) {
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contactTimes.push_back(std::pair<int, float>{i, t});
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}
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}
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if(!isColliding) {
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m_Position = nextPos;
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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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for (std::pair<int, float> contact_time : contactTimes) {
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Collision::ResolvePlayerVsRect(*this, elapsedTime, &level.m_Rects[contact_time.first]);
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}
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m_Position = m_Position + m_Vel * elapsedTime;
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}
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