Files
dae16-VerhulstBram-GameProject/Game/Player.cpp
2024-03-27 11:40:44 +01:00

170 lines
6.1 KiB
C++

#include "imgui.h"
#include "Player.h"
#include <algorithm>
#include "colors.h"
#include "utils.h"
#include "WorldLevel.h"
Player::Player(const Point2f& Position) : m_Position(Position), m_Size(Point2f{40, 40}), m_Vel(Point2f{0,0}), m_Acc(Point2f{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;
}
Collision::CollisionRect Player::GetCollisionRect() {
Collision::CollisionRect rect = {m_Position, m_Size, m_Vel};
return rect;
}
void Player::Draw() const {
utils::SetColor(Colors::PINK);
utils::DrawRect(Rectf{m_Position.x, m_Position.y, m_Size.x, m_Size.y});
}
void Player::ProcessImGui() {
ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Text("is Grounded: %s", m_Grounded ? "true" : "false");
ImGui::Text("Did just dig right: %s", m_DidJustDigRight ? "true" : "false");
bool test = !utils::isKeyDown(SDL_SCANCODE_H);
ImGui::Text("Is Key Up H: %s", test ? "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::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;
m_Grounded = false;
}
if(utils::isKeyPressed(SDL_SCANCODE_S)) {
m_Vel.y = -100;
if(m_Grounded) {
if(m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
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;
m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
}
}
}
if(utils::isKeyDown(SDL_SCANCODE_A)) {
m_Vel.x = -100;
}
if(utils::isKeyDown(SDL_SCANCODE_D)) {
m_Vel.x = 100;
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(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
//center of tile
Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_DidJustDigRight = true;
}
}
}
if(m_DidJustDigRight) {
if(!utils::isKeyDown(SDL_SCANCODE_D)) {
m_DidJustDigRight = false;
}
}
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;
Point2f intersectionPoint, normal;
std::vector<std::pair<int, float>> contactTimes{};
WorldGridManager& gridManager = level.GetGridManager();
for (int x { 0 }; x < WORLD_WIDTH; ++x) {
for(int y { 0 }; y < WORLD_HEIGHT; ++y) {
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});
}
}
}
}
std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b) {
return a.second < b.second;
});
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);
const Point2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
const Point2f 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);
}
m_Position = m_Position + m_Vel * elapsedTime;
}