#include "pch.h" #include "Player.h" #include #include "colors.h" #include "utils.h" #include "WorldLevel.h" Player::Player(const Point2f& Position) : m_Position(Position), m_Size(Point2f{40, 40}) {} 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, WorldLevel& level) { // m_Acc.y += m_Gravity.y; // m_Vel.y = std::min(m_Vel.y, m_MaxSpeed); // // Point2f nextPos = m_Position + m_Vel * elapsedTime; // //collision checking m_Vel = Point2f{0, -100}; //check for keys if(utils::isKeyDown(SDL_SCANCODE_W)) { m_Vel.y = 100; } if(utils::isKeyDown(SDL_SCANCODE_S)) { m_Vel.y = -100; } if(utils::isKeyDown(SDL_SCANCODE_A)) { m_Vel.x = -100; } if(utils::isKeyDown(SDL_SCANCODE_D)) { m_Vel.x = 100; } float t = 0, min_t = INFINITY; Point2f intersectionPoint, normal; std::vector> contactTimes{}; for (size_t x { 0 }; x < level.WORLD_WIDTH; ++x) { for(size_t y { 0 }; y < level.WORLD_HEIGHT; ++y) { if(level.GetTileAt(Point2f{(float)x,(float)y})->GetTileType() == GroundTileTypes::Dirt) { if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, level.GetTileAt(Point2f{(float)x, (float)y})->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) { contactTimes.push_back(std::pair{x + y * level.WORLD_WIDTH, t}); } } } } std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair& a, const std::pair& b) { return a.second < b.second; }); for (std::pair contact_time : contactTimes) { int x = contact_time.first % level.WORLD_WIDTH; int y = contact_time.first / level.WORLD_WIDTH; WorldTile* tile2 = level.GetTileAt(Point2f{(float) x, (float) y}); Collision::CollisionRect rect = tile2->GetCollisionRect().getCollisionRect(); //TODO: fix this mess Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect); } m_Position = m_Position + m_Vel * elapsedTime; }