#include "pch.h" #include "Player.h" #include "colors.h" #include "utils.h" #include "WorldLevel.h" Player::Player(const Point2f& Position) : m_Position(Position), m_Size(Point2f{50, 20}) {} 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) { Point2f acc{0, 0}; acc.y += m_Gravity.y; Point2f nextPos = m_Position + m_Vel * elapsedTime * acc * elapsedTime * elapsedTime; //collision checking 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)) { //collision if (m_Vel.y < 0) { //collision from above m_Position.y = tileRect.bottom; m_Vel.y = 0; } else { m_Position.y = tileRect.bottom + m_Size.y; m_Vel.y = 0; } } } } } m_Vel = Point2f{m_Vel.x + float(acc.x * elapsedTime), m_Vel.y + float(acc.y * elapsedTime)}; // m_Position += m_Vel * elapsedTime; m_Position = Point2f{m_Position.x + m_Vel.x * elapsedTime, m_Position.y + m_Vel.y * elapsedTime}; }