mirror of
https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 17:51:47 +01:00
289 lines
9.0 KiB
C++
289 lines
9.0 KiB
C++
#include "pch.h"
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#include "imgui.h"
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#include "Player.h"
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#include <algorithm>
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#include "colors.h"
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#include "utils.h"
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#include "Levels/World/WorldLevel.h"
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#include "Animations/Animation.h"
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#include "GridSystem/WorldTile.h"
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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 }) {
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m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
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m_walkAnimation = new Animation(
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manager->GetTexture("animations/player/player_walk.png"),
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8, 0.1f, Rectf { 0, 0, 70, 70 });
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m_currentAnimation = m_walkAnimation;
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}
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Collision::CollisionRect Player::GetCollisionRect() const {
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Collision::CollisionRect rect = { m_Position, m_Size, m_Vel };
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return rect;
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}
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void Player::Draw() const {
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if (m_DrawCollisionRect) {
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utils::SetColor(Colors::PINK);
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utils::DrawRect(Rectf { m_Position.x, m_Position.y, m_Size.x, m_Size.y });
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}
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Vector2f center = m_Position + m_Size / 2;
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const int frameWidth = 70; //TODO: fix this
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int halfFrameWidth = frameWidth / 2;
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float bobOffset = m_BobUp ? 1 : 0;
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Vector2f drawPos = Vector2f { center.x - halfFrameWidth, center.y - halfFrameWidth + 9 + bobOffset };
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m_walkAnimation->Draw(drawPos, Rectf { drawPos.x, drawPos.y, frameWidth, frameWidth });
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utils::DrawEllipse(m_DigDestination, 5, 5);
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utils::DrawEllipse(m_DigStart, 5, 5);
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}
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void Player::ProcessImGui() {
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ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
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ImGui::Text("is Grounded: %s", m_Grounded ? "true" : "false");
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ImGui::Checkbox("Draw Collision Rect", &m_DrawCollisionRect);
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std::string currentState {};
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switch (m_State) {
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case PlayerState::Idle:
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currentState = "Idle";
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break;
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case PlayerState::Digging:
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currentState = "Digging";
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break;
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case PlayerState::Walking:
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currentState = "Walking";
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break;
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}
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ImGui::Text("Player State %s", currentState.c_str());
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ImGui::Text("Bob counter: %f", m_BobTimer);
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ImGui::Text("Bob up: %s", m_BobUp ? "true" : "false");
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//ContactMap
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ImGui::Text("ContactMap:");
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ImGui::Text("Top: %s", m_ContactMap[Collision::CollisionDirection::Top] != nullptr ? "true" : "false");
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ImGui::Text("Bottom: %s", m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr ? "true" : "false");
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ImGui::Text("Left: %s", m_ContactMap[Collision::CollisionDirection::Left] != nullptr ? "true" : "false");
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ImGui::Text("Right: %s", m_ContactMap[Collision::CollisionDirection::Right] != nullptr ? "true" : "false");
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ImGui::End();
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}
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void Player::Dig(Collision::CollisionDirection dir, WorldLevel& level) {
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m_State = PlayerState::Digging;
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m_DigProgress = 0;
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m_DigTile = m_ContactMap[dir];
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//Set the digging location in the center of the destination tile;
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const WorldTile* tile = m_ContactMap[dir];
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//Add case for bottom because otherwise i clip through the floor
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m_DigDestination = tile->GetPosition();
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if (dir == Collision::Bottom) {
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m_DigDestination += Vector2f { 0, 2 };
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//Center
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m_DigDestination.x += tile->GetSize().x / 2 - m_Size.x / 2;
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}
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if(dir == Collision::Left) {
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m_DigDestination += Vector2f{ 2, 0};
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}
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m_ContactMap[dir] = nullptr;
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}
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bool Player::CanDig(Collision::CollisionDirection dir, WorldLevel& level) {
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WorldTile* tile = m_ContactMap[dir];
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if (tile == nullptr) {
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return false;
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}
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GroundTileType type = *tile->GetTileType();
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//TODO: Add a list of non diggable tiles
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if (type == Tiles::Special::HARD_LEFT || type == Tiles::Special::HARD_MIDDLE || type == Tiles::Special::HARD_RIGHT) {
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return false;
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}
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return true;
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}
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void Player::Update(float elapsedTime, WorldLevel& level) {
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m_BobTimer += elapsedTime;
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if (m_BobTimer >= m_BobTime) {
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m_BobUp = !m_BobUp;
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m_BobTimer = 0.0f;
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}
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//check for keys
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if (m_State != PlayerState::Digging) {
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m_Vel = Vector2f { 0, -100 };
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if (utils::isKeyDown(SDL_SCANCODE_W)) {
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m_Vel.y = 100;
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m_Grounded = false;
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}
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if (utils::isKeyPressed(SDL_SCANCODE_S)) {
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if (m_Grounded) {
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if (this->CanDig(Collision::Bottom, level)) {
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this->Dig(Collision::CollisionDirection::Bottom, level);
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}
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}
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else {
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m_Vel.y = -100;
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}
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}
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if (utils::isKeyDown(SDL_SCANCODE_A)) {
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m_walkAnimation->SetFlipped(false);
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m_Vel.x = -100;
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if (m_Grounded && !m_DidJustDigLeft) {
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//Check if the player doesnt come from digging a tile
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if (this->CanDig(Collision::CollisionDirection::Left, level)) {
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this->Dig(Collision::CollisionDirection::Left, level);
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m_DidJustDigLeft = true;
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}
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}
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}
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if (m_DidJustDigLeft) {
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if (!utils::isKeyDown(SDL_SCANCODE_A)) {
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m_DidJustDigLeft = false;
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}
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}
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if (utils::isKeyDown(SDL_SCANCODE_D)) {
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m_Vel.x = 100;
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m_walkAnimation->SetFlipped(true);
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if (m_Grounded && !m_DidJustDigRight) {
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//Check if the player doesnt come from digging a tile
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if (this->CanDig(Collision::CollisionDirection::Right, level)) {
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this->Dig(Collision::CollisionDirection::Right, level);
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m_DidJustDigRight = true;
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}
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}
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}
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if (m_DidJustDigRight) {
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if (!utils::isKeyDown(SDL_SCANCODE_D)) {
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m_DidJustDigRight = false;
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}
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}
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m_walkAnimation->Update(elapsedTime);
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m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
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m_Grounded = false;
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float t = 0, min_t = INFINITY;
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Vector2f intersectionPoint, normal;
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std::vector<std::pair<int, float>> contactTimes {};
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const WorldGridManager& gridManager = level.GetGridManager();
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for (int x { 0 }; x < WORLD_WIDTH; ++x) {
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for (int y { 0 }; y < WORLD_HEIGHT; ++y) {
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WorldTile* tile = gridManager.GetTileAtIndex(x, y);
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if (*tile->GetTileType() != Tiles::AIR) {
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tile->m_Hightlight = false;
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if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
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contactTimes.emplace_back(std::pair<int, float> { x + y * WORLD_WIDTH, t });
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}
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}
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}
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}
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std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b) {
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return a.second < b.second;
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});
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for (std::pair<int, float> contact_time : contactTimes) {
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int x = contact_time.first % WORLD_WIDTH;
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int y = contact_time.first / WORLD_WIDTH;
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WorldTile* world_tile = gridManager.GetTileAtIndex(x, y);
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const Vector2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
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const Vector2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size;
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if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
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if (WorldTilePos.x + WorldTileSize.x > m_Position.x) {
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if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
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//Right of player
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m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
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}
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}
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}
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if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
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if (WorldTilePos.x < m_Position.x + m_Size.x) {
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if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
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//Left of player
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m_ContactMap[Collision::CollisionDirection::Left] = world_tile;
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}
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}
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}
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//Below the player
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if (WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
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if (WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
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m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
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m_Grounded = true;
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world_tile->m_Hightlight = true;
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}
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}
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Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
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Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
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}
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if (m_State != PlayerState::Digging) { //Fix for when the state is JUST set to digging
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if (m_Vel.x != 0.0f) {
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m_State = PlayerState::Walking;
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}
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else {
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m_State = PlayerState::Idle;
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}
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}
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}
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switch (m_State) {
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case PlayerState::Idle:
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m_walkAnimation->SetPlaying(false);
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break;
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case PlayerState::Walking:
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m_walkAnimation->SetPlaying(true);
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break;
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case PlayerState::Digging: {
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m_walkAnimation->SetPlaying(false);
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//Diganimation
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if (!m_Digging) { //TODO: fix for setting the start position
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m_Digging = true;
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m_DigStart = m_Position;
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}
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m_DigProgress += elapsedTime;
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//lerp to the destination
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float progress = utils::map(m_DigProgress, 0.0f, m_DigTime, 0.0f, 1.0f);
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std::cout << progress << '\n';
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m_Position = utils::lerp(m_DigStart, m_DigDestination, progress);
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if (progress >= 0.5f && !m_HasDeletedTile) {
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m_DigTile->SetTileType(Tiles::AIR);
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m_DigTile = nullptr;
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m_HasDeletedTile = true;
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}
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if (progress >= 1.0f) {
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m_State = PlayerState::Idle;
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m_HasDeletedTile = false;
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m_Digging = false;
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}
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break;
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}
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default:
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break;
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}
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if (m_State != PlayerState::Digging) {
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m_Position = m_Position + m_Vel * elapsedTime;
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}
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}
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