#include "pch.h" #include "imgui.h" #include "Player.h" #include #include "colors.h" #include "GroundTileTypeManager.h" #include "utils.h" #include "Levels/World/WorldLevel.h" #include "Animations/Animation.h" #include "GridSystem/WorldTile.h" Player::Player(const Vector2f& Position, TextureManager* manager) : m_Position(Position), m_Size(Vector2f { 40, 40 }), m_Vel(Vector2f { 0, 0 }), m_Acc(Vector2f { 0, 0 }) { m_ContactMap[Collision::CollisionDirection::Top] = nullptr; m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr; m_ContactMap[Collision::CollisionDirection::Left] = nullptr; m_ContactMap[Collision::CollisionDirection::Right] = nullptr; m_walkAnimation = new Animation( manager->GetTexture("animations/player/player_walk.png"), 8, 0.1f, Rectf { 0, 0, 70, 70 }); m_currentAnimation = m_walkAnimation; } Player::~Player() { delete m_walkAnimation; // delete m_turnAnimation; // delete m_digAnimation; } Collision::CollisionRect Player::GetCollisionRect() const { Collision::CollisionRect rect = { m_Position, m_Size, m_Vel }; return rect; } void Player::Draw() const { if (m_DrawCollisionRect) { utils::SetColor(Colors::PINK); utils::DrawRect(Rectf { m_Position.x, m_Position.y, m_Size.x, m_Size.y }); } Vector2f center = m_Position + m_Size / 2; const int frameWidth = 70; //TODO: fix this int halfFrameWidth = frameWidth / 2; float bobOffset = m_BobUp ? 1 : 0; Vector2f drawPos = Vector2f { center.x - halfFrameWidth, center.y - halfFrameWidth + 9 + bobOffset }; m_walkAnimation->Draw(drawPos, Rectf { drawPos.x, drawPos.y, frameWidth, frameWidth }); utils::DrawEllipse(m_DigDestination, 5, 5); utils::DrawEllipse(m_DigStart, 5, 5); } void Player::ProcessImGui() { ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize); ImGui::Text("is Grounded: %s", m_Grounded ? "true" : "false"); ImGui::Checkbox("Draw Collision Rect", &m_DrawCollisionRect); std::string currentState {}; switch (m_State) { case PlayerState::Idle: currentState = "Idle"; break; case PlayerState::Digging: currentState = "Digging"; break; case PlayerState::Walking: currentState = "Walking"; break; } ImGui::Text("Player State %s", currentState.c_str()); ImGui::Text("Bob counter: %f", m_BobTimer); ImGui::Text("Bob up: %s", m_BobUp ? "true" : "false"); //ContactMap ImGui::Text("ContactMap:"); ImGui::Text("Top: %s", m_ContactMap[Collision::CollisionDirection::Top] != nullptr ? "true" : "false"); ImGui::Text("Bottom: %s", m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr ? "true" : "false"); ImGui::Text("Left: %s", m_ContactMap[Collision::CollisionDirection::Left] != nullptr ? "true" : "false"); ImGui::Text("Right: %s", m_ContactMap[Collision::CollisionDirection::Right] != nullptr ? "true" : "false"); ImGui::End(); } void Player::Dig(Collision::CollisionDirection dir, WorldLevel& level) { m_State = PlayerState::Digging; m_DigProgress = 0; m_DigTile = m_ContactMap[dir]; //Set the digging location in the center of the destination tile; const WorldTile* tile = m_ContactMap[dir]; //Add case for bottom because otherwise i clip through the floor m_DigDestination = tile->GetPosition(); if (dir == Collision::Bottom) { m_DigDestination += Vector2f { 0, 2 }; //Center m_DigDestination.x += tile->GetSize().x / 2 - m_Size.x / 2; } if(dir == Collision::Left) { m_DigDestination += Vector2f{ 2, 0}; } m_ContactMap[dir] = nullptr; } bool Player::CanDig(Collision::CollisionDirection dir, WorldLevel& level) { WorldTile* tile = m_ContactMap[dir]; if (tile == nullptr) { return false; } GroundTileType type = *tile->GetTileType(); //TODO: Add a list of non diggable tiles if (type == GroundTileTypeManager::GetInstance()->HARD_LEFT || type == GroundTileTypeManager::GetInstance()->HARD_MIDDLE || type == GroundTileTypeManager::GetInstance()->HARD_RIGHT) { return false; } return true; } void Player::Update(float elapsedTime, WorldLevel& level) { m_BobTimer += elapsedTime; if (m_BobTimer >= m_BobTime) { m_BobUp = !m_BobUp; m_BobTimer = 0.0f; } //check for keys if (m_State != PlayerState::Digging) { m_Vel = Vector2f { 0, -100 }; if (utils::isKeyDown(SDL_SCANCODE_W)) { m_Vel.y = 100; m_Grounded = false; } if (utils::isKeyPressed(SDL_SCANCODE_S)) { if (m_Grounded) { if (this->CanDig(Collision::Bottom, level)) { this->Dig(Collision::CollisionDirection::Bottom, level); } } else { m_Vel.y = -100; } } if (utils::isKeyDown(SDL_SCANCODE_A)) { m_walkAnimation->SetFlipped(false); m_Vel.x = -100; if (m_Grounded && !m_DidJustDigLeft) { //Check if the player doesnt come from digging a tile if (this->CanDig(Collision::CollisionDirection::Left, level)) { this->Dig(Collision::CollisionDirection::Left, level); m_DidJustDigLeft = true; } } } if (m_DidJustDigLeft) { if (!utils::isKeyDown(SDL_SCANCODE_A)) { m_DidJustDigLeft = false; } } if (utils::isKeyDown(SDL_SCANCODE_D)) { m_Vel.x = 100; m_walkAnimation->SetFlipped(true); if (m_Grounded && !m_DidJustDigRight) { //Check if the player doesnt come from digging a tile if (this->CanDig(Collision::CollisionDirection::Right, level)) { this->Dig(Collision::CollisionDirection::Right, level); m_DidJustDigRight = true; } } } if (m_DidJustDigRight) { if (!utils::isKeyDown(SDL_SCANCODE_D)) { m_DidJustDigRight = false; } } m_walkAnimation->Update(elapsedTime); m_ContactMap[Collision::CollisionDirection::Top] = nullptr; m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr; m_ContactMap[Collision::CollisionDirection::Left] = nullptr; m_ContactMap[Collision::CollisionDirection::Right] = nullptr; m_Grounded = false; float t = 0, min_t = INFINITY; Vector2f intersectionPoint, normal; std::vector> contactTimes {}; const WorldGridManager& gridManager = level.GetGridManager(); for (int x { 0 }; x < WORLD_WIDTH; ++x) { for (int y { 0 }; y < WORLD_HEIGHT; ++y) { WorldTile* tile = gridManager.GetTileAtIndex(x, y); if (*tile->GetTileType() != GroundTileTypeManager::GetInstance()->AIR) { tile->m_Hightlight = false; if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) { contactTimes.emplace_back(std::pair { x + y * 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 % WORLD_WIDTH; int y = contact_time.first / WORLD_WIDTH; WorldTile* world_tile = gridManager.GetTileAtIndex(x, y); const Vector2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos; const Vector2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size; 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; } } } 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); } if (m_State != PlayerState::Digging) { //Fix for when the state is JUST set to digging if (m_Vel.x != 0.0f) { m_State = PlayerState::Walking; } else { m_State = PlayerState::Idle; } } } switch (m_State) { case PlayerState::Idle: m_walkAnimation->SetPlaying(false); break; case PlayerState::Walking: m_walkAnimation->SetPlaying(true); break; case PlayerState::Digging: { m_walkAnimation->SetPlaying(false); //Diganimation if (!m_Digging) { //TODO: fix for setting the start position m_Digging = true; m_DigStart = m_Position; } m_DigProgress += elapsedTime; //lerp to the destination float progress = utils::map(m_DigProgress, 0.0f, m_DigTime, 0.0f, 1.0f); std::cout << progress << '\n'; m_Position = utils::lerp(m_DigStart, m_DigDestination, progress); if (progress >= 0.5f && !m_HasDeletedTile) { m_DigTile->SetTileType(GroundTileTypeManager::GetInstance()->AIR); m_DigTile = nullptr; m_HasDeletedTile = true; } if (progress >= 1.0f) { m_State = PlayerState::Idle; m_HasDeletedTile = false; m_Digging = false; } break; } default: break; } if (m_State != PlayerState::Digging) { m_Position = m_Position + m_Vel * elapsedTime; } }