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https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 20:41:47 +01:00
Temp commit. Textures not working anymor :(
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@@ -58,7 +58,7 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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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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m_ContactMap[Collision::CollisionDirection::Bottom]->SetTileType(GroundTileTypes::Air);
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m_ContactMap[Collision::CollisionDirection::Bottom]->SetTileType(Tiles::AIR);
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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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@@ -79,7 +79,7 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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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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m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(Tiles::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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@@ -112,7 +112,7 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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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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if(gridManager.GetTileAtIndex(x,y)->GetTileType() == Tiles::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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contactTimes.push_back(std::pair<int, float>{x + y * WORLD_WIDTH, t});
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@@ -125,56 +125,40 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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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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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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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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isDiggingCandidate = false;
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}
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//check if the collision happend under the player
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if(tileRect.pos.y < m_Position.y - m_Size.y) {
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//Tile is under player
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const Point2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
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const Point2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size;
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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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if(WorldTilePos.y + WorldTileSize.y > m_Position.y) {
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if(WorldTilePos.x + WorldTileSize.x > m_Position.x) {
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if(WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
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//Right of player
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m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
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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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if(WorldTilePos.y + WorldTileSize.y > m_Position.y) {
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if(WorldTilePos.x < m_Position.x + m_Size.x) {
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if(WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
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//Left of player
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m_ContactMap[Collision::CollisionDirection::Left] = world_tile;
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}
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}
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}
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//Below the player
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if(WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
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if(WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
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m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
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m_Grounded = true;
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world_tile->m_Hightlight = true;
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}
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}
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Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
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Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
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