Files
dae16-VerhulstBram-GameProject/Game/Player.cpp
Bram Verhulst 5477b8a7f2 Fix digging
2024-04-20 20:20:54 +02:00

289 lines
9.0 KiB
C++

#include "pch.h"
#include "imgui.h"
#include "Player.h"
#include <algorithm>
#include "colors.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;
}
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 == Tiles::Special::HARD_LEFT || type == Tiles::Special::HARD_MIDDLE || type == Tiles::Special::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<std::pair<int, float>> 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() != Tiles::AIR) {
tile->m_Hightlight = false;
if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
contactTimes.emplace_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 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(Tiles::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;
}
}