Temp commit. Textures not working anymor :(

This commit is contained in:
Bram Verhulst
2024-03-27 11:40:44 +01:00
parent 61d1d17795
commit d441222173
43 changed files with 119 additions and 93 deletions

View File

@@ -58,7 +58,7 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
m_Vel.y = -100;
if(m_Grounded) {
if(m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
m_ContactMap[Collision::CollisionDirection::Bottom]->SetTileType(GroundTileTypes::Air);
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;
@@ -79,7 +79,7 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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(GroundTileTypes::Air);
m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
//center of tile
Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
@@ -112,7 +112,7 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
for (int x { 0 }; x < WORLD_WIDTH; ++x) {
for(int y { 0 }; y < WORLD_HEIGHT; ++y) {
if(gridManager.GetTileAtIndex(x,y)->GetTileType() == GroundTileTypes::Dirt) {
if(gridManager.GetTileAtIndex(x,y)->GetTileType() == Tiles::DIRT) {
gridManager.GetTileAtIndex(x,y)->m_Hightlight = false;
if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, gridManager.GetTileAtIndex(x, y)->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
contactTimes.push_back(std::pair<int, float>{x + y * WORLD_WIDTH, t});
@@ -125,56 +125,40 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
return a.second < b.second;
});
//check if grounded
// if(contactTimes.size() == 0) {
// m_Grounded = false;
// }
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);
bool isDiggingCandidate = true;
Collision::CollisionRect tileRect = world_tile->GetCollisionRect().getCollisionRect();
//check if the tile is above the player
if(tileRect.pos.y > m_Position.y + m_Size.y) {
isDiggingCandidate = false;
}
//check if tile is left of player
if(tileRect.pos.x > m_Position.x + m_Size.x) {
if(tileRect.pos.y + tileRect.size.y > m_Position.y) {
world_tile->m_Hightlight = true;
m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
isDiggingCandidate = false;
}
}
//check if tile is right of player
if(tileRect.pos.x + tileRect.size.x < m_Position.x) {
isDiggingCandidate = false;
}
//check if the collision happend under the player
if(tileRect.pos.y < m_Position.y - m_Size.y) {
//Tile is under player
const Point2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
const Point2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size;
//check if the center of the player is between the centers of the tiles left and right
if(m_Position.x + m_Size.x / 2 > tileRect.pos.x && m_Position.x + m_Size.x / 2 < tileRect.pos.x + tileRect.size.x) {
if(isDiggingCandidate) {
//check if the distance to the tile is less than the size of a tile
if(m_Position.y + tileRect.size.y > tileRect.pos.y) {
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
m_Grounded = true;
}
//Dig the tile
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;
}
}
}
//m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
//m_Grounded = 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);