#include "pch.h" #include "imgui.h" #include "Player.h" #include #include "colors.h" #include "GameManager.h" #include "GridSystem/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 }, true); m_TurnAnimation = new Animation( manager->GetTexture("animations/player/player_turn.png"), 5, 0.07f, Rectf { 0, 0, 70, 70 }, false); m_DigStartAnimation = new Animation( manager->GetTexture("animations/player/player_dig_start.png"), 7, 0.07f, Rectf { 0, 0, 70, 70 }, false); m_DigAnimation = new Animation( manager->GetTexture("animations/player/player_dig.png"), 7, 0.05f, Rectf { 0, 0, 70, 70 }, true); m_FlyStartAnimation = new Animation( manager->GetTexture("animations/player/player_fly_start.png"), 12, 0.05f, Rectf { 0, 0, 70, 70 }, false); m_FlyAnimation = new Animation( manager->GetTexture("animations/player/player_fly.png"), 5, 0.01f, Rectf { 0, 0, 70, 70 }, true); m_FlyTurnAnimation = new Animation( manager->GetTexture("animations/player/player_fly_turn.png"), 3, 0.05f, Rectf { 0, 0, 70, 70 }, false); m_DieStartAnimation = new Animation( manager->GetTexture("animations/player/player_die_start.png"), 11, 0.05f, Rectf { 0, 0, 100, 100 }, false); m_DieLoopAnimation = new Animation( manager->GetTexture("animations/player/player_die_loop.png"), 4, 0.05f, Rectf { 0, 0, 100, 100 }, true); m_CurrentAnimation = m_WalkAnimation; m_IdleSound = new SoundEffect("sound/idle.wav"); m_FlySound = new SoundEffect("sound/fly.wav"); m_DigSound = new SoundEffect("sound/drill.wav"); m_DigSound->SetVolume(64); m_WalkSound = new SoundEffect("sound/walk.wav"); m_CurrentSound = m_IdleSound; } Player::~Player() { delete m_WalkAnimation; delete m_TurnAnimation; delete m_DigAnimation; delete m_DigStartAnimation; delete m_IdleSound; delete m_FlySound; delete m_DigSound; delete m_WalkSound; delete m_FlyStartAnimation; delete m_FlyAnimation; delete m_FlyTurnAnimation; delete m_DieStartAnimation; delete m_DieLoopAnimation; for (Particle* particle : m_DigParticles) { delete particle; } for (Particle* particle : m_SmokeParticles) { delete particle; } } 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; int bobOffset = m_BobUp ? 1 : 0; float rotateOffset = std::abs(m_Vel.x) / 30; Vector2f drawPos = Vector2f { center.x, center.y + 9 + bobOffset }; glPushMatrix(); glTranslatef(drawPos.x - halfFrameWidth, drawPos.y - halfFrameWidth, 0); if (!m_Grounded && std::abs(m_Vel.y) > 0.1f) { glRotatef(m_Direction == PlayerDirection::Left ? rotateOffset : -rotateOffset, 0, 0, 1); } { utils::SetColor(Colors::WHITE); m_CurrentAnimation->Draw(Vector2f { 0, 0 }, Rectf { 0, 0, frameWidth, frameWidth }); } glPopMatrix(); for (Particle* particle : m_DigParticles) { utils::SetColor(Colors::WHITE); particle->Draw(); } for (Particle* particle : m_SmokeParticles) { utils::SetColor(Colors::WHITE); particle->Draw(); } } void Player::Die() { m_IsDead = true; m_CurrentAnimation = m_DieStartAnimation; m_HasPlayedDeathAnimation = false; } 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 { "No idea" }; switch (m_State) { case PlayerState::Idle: currentState = "Idle"; break; case PlayerState::Digging: currentState = "Digging"; break; case PlayerState::Walking: currentState = "Walking"; break; case PlayerState::Flying: currentState = "Flying"; break; } ImGui::Text("Player State %s", currentState.c_str()); ImGui::Text("Is digging Primed: %s", m_IsDiggingPrimed ? "true" : "false"); ImGui::Text("Bob counter: %f", m_BobTimer); ImGui::Text("Bob up: %s", m_BobUp ? "true" : "false"); ImGui::Text("Is Grounded: %s", m_Grounded ? "true" : "false"); std::string direction {}; switch (m_Direction) { case PlayerDirection::Down: direction = "Down"; break; case PlayerDirection::Left: direction = "Left"; break; case PlayerDirection::Right: direction = "Right"; break; case PlayerDirection::Up: direction = "Up"; break; } ImGui::Text("Direction: %s", direction.c_str()); //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::Separator(); ImGui::Text("Values"); ImGui::Text("Current Fuel: %f", GameManager::GetInstance().GetFuel()); ImGui::Text("Current Score: %d", GameManager::GetInstance().GetScore()); ImGui::Text("Current Hull Integrity: %d", GameManager::GetInstance().GetHullIntegrity()); 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]; m_ToAddPoints = tile->GetTileType()->GetValue(); m_ToAddTile = tile->GetTileType(); //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(); if (type == GroundTileTypeManager::GetInstance()->STONE) { return false; } if (type == GroundTileTypeManager::GetInstance()->HARD_LEFT || type == GroundTileTypeManager::GetInstance()->HARD_MIDDLE || type == GroundTileTypeManager::GetInstance()-> HARD_RIGHT) { return false; } return true; } void Player::ChangeSound(SoundEffect* sound) { m_PrevSound = m_CurrentSound; // m_CurrentSound->Stop(); m_CurrentSound = sound; } void Player::Update(float elapsedTime, WorldLevel& level) { if (m_IsDead) { m_CurrentAnimation->Update(elapsedTime); if (m_CurrentAnimation == m_DieStartAnimation) { if (m_CurrentAnimation->IsDone()) { m_CurrentAnimation = m_DieLoopAnimation; } } return; } m_BobTimer += elapsedTime; if (m_BobTimer >= m_BobTime) { m_BobUp = !m_BobUp; m_BobTimer = 0.0f; } std::vector particlesToDelete {}; for (Particle* particle : m_DigParticles) { particle->Update(elapsedTime); if (particle->IsDead()) { particlesToDelete.push_back(particle); } } for (Particle* particle : particlesToDelete) { m_DigParticles.erase(std::remove(m_DigParticles.begin(), m_DigParticles.end(), particle), m_DigParticles.end()); delete particle; } m_SmokeTimer += elapsedTime; if (m_SmokeTimer >= m_SmokeTime) { m_SmokeTimer = 0.0f; Vector2f Dir { static_cast(m_Direction == PlayerDirection::Left ? 60 : -60), 20 }; Particle* NewSmokeParticle = new Particle(m_OutletPos + m_Position, Dir, Vector2f { 0.0f, 9.81f * 5}, 1.f, TextureManager::GetInstance()->GetTexture("particles/smoke.png")); NewSmokeParticle->SetFlipped(m_Direction == PlayerDirection::Left); m_SmokeParticles.push_back(NewSmokeParticle); } std::vector smokeParticlesToDelete{}; for (Particle* particle : m_SmokeParticles) { particle->Update(elapsedTime); if (particle->IsDead()) { smokeParticlesToDelete.push_back(particle); } } for (Particle* particle : smokeParticlesToDelete) { m_SmokeParticles.erase(std::remove(m_SmokeParticles.begin(), m_SmokeParticles.end(), particle), m_SmokeParticles.end()); delete particle; } //check for keys if (m_State != PlayerState::Digging) { if (utils::isKeyDown(SDL_SCANCODE_W)) { m_State = PlayerState::Flying; // m_Vel.y = m_Speed / 10; m_Acc.y += m_Speed * 10; if (!m_IsPropellorDeployed) { m_CurrentAnimation = m_FlyStartAnimation; m_FlyStartAnimation->SetFlipped(m_Direction == PlayerDirection::Right); } else { m_CurrentAnimation = m_FlyAnimation; } m_Grounded = false; } if (utils::isKeyPressed(SDL_SCANCODE_S)) { if (m_Grounded) { if (this->CanDig(Collision::Bottom, level)) { m_DigDirection = DigDirection::Down; m_CurrentAnimation = m_DigStartAnimation; m_CurrentAnimation->Reset(); m_IsDiggingPrimed = false; this->Dig(Collision::CollisionDirection::Bottom, level); } } } if (utils::isKeyDown(SDL_SCANCODE_A)) { if (!m_IsTurning) { m_WalkAnimation->SetFlipped(false); m_FlyAnimation->SetFlipped(false); } m_Acc.x = -m_Speed; if (m_Direction == PlayerDirection::Right) { m_IsTurning = true; m_CurrentAnimation = m_State == PlayerState::Walking ? m_TurnAnimation : m_FlyTurnAnimation; m_CurrentAnimation->SetFlipped(true); m_CurrentAnimation->Reset(); } m_Direction = PlayerDirection::Left; if (m_Grounded && !m_DidJustDigLeft) { //Check if the player doesnt come from digging a tile if (this->CanDig(Collision::CollisionDirection::Left, level)) { m_DigDirection = DigDirection::Left; 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)) { if (!m_IsTurning) { m_WalkAnimation->SetFlipped(true); m_FlyAnimation->SetFlipped(true); } m_Acc.x = m_Speed; if (m_Direction == PlayerDirection::Left) { m_IsTurning = true; m_CurrentAnimation = m_State == PlayerState::Walking ? m_TurnAnimation : m_FlyTurnAnimation; m_CurrentAnimation->SetFlipped(false); m_CurrentAnimation->Reset(); } m_Direction = PlayerDirection::Right; if (m_Grounded && !m_DidJustDigRight) { //Check if the player doesnt come from digging a tile if (this->CanDig(Collision::CollisionDirection::Right, level)) { m_DigDirection = DigDirection::Right; this->Dig(Collision::CollisionDirection::Right, level); m_DidJustDigRight = true; } } } if (m_DidJustDigRight) { if (!utils::isKeyDown(SDL_SCANCODE_D)) { m_DidJustDigRight = false; } } m_Vel = m_Vel + m_Gravity * elapsedTime; m_Vel = m_Vel + m_Acc * elapsedTime; m_Vel = utils::clamp(m_Vel, Vector2f { -m_Speed, -m_Speed }, Vector2f { m_Speed, m_Speed }); //air resistance //only if not moving if (abs(m_Acc.x) < 0.1f) { m_Vel.x = m_Vel.x * 0.90f; } m_Acc = Vector2f { 0, 0 }; m_CurrentAnimation->Update(elapsedTime); if (m_State == PlayerState::Flying && m_Grounded) { m_State = PlayerState::Idle; m_WalkAnimation->SetFlipped(m_Direction == PlayerDirection::Right); m_CurrentAnimation = m_WalkAnimation; m_IsPropellorDeployed = false; m_FlyStartAnimation->Reset(); } if (m_CurrentAnimation->IsDone() && m_IsTurning) { m_CurrentAnimation = m_State == PlayerState::Walking ? m_WalkAnimation : m_FlyAnimation; m_IsTurning = false; } if (m_CurrentAnimation == m_FlyStartAnimation) { if (m_FlyStartAnimation->IsDone()) { m_IsPropellorDeployed = true; m_CurrentAnimation = m_FlyAnimation; } else { m_CurrentAnimation = m_FlyStartAnimation; } } if (m_Direction == PlayerDirection::Left) { m_OutletPos = m_OutLeftPos; } else { m_OutletPos = m_OutRightPos; } #pragma region Collision 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(); Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect); } #pragma endregion if (m_State == PlayerState::Walking || m_State == PlayerState::Idle) { //Fix for when the state is JUST set to digging if (std::abs(m_Vel.x) < 0.1f) { m_State = PlayerState::Idle; } else { m_State = PlayerState::Walking; } } } switch (m_State) { case PlayerState::Flying: GameManager::GetInstance().DecreaseFuel(0.06f); ChangeSound(m_FlySound); break; case PlayerState::Idle: m_WalkAnimation->SetPlaying(false); GameManager::GetInstance().DecreaseFuel(0.02f); ChangeSound(m_IdleSound); break; case PlayerState::Walking: m_WalkAnimation->SetPlaying(true); GameManager::GetInstance().DecreaseFuel(0.04f); ChangeSound(m_WalkSound); break; case PlayerState::Digging: { // m_walkAnimation->SetPlaying(false); GameManager::GetInstance().DecreaseFuel(0.06f); ChangeSound(m_DigSound); //Diganimation m_CurrentAnimation->Update(elapsedTime); if (m_CurrentAnimation->IsDone() && m_State == PlayerState::Digging && !m_IsDiggingPrimed) { m_IsDiggingPrimed = true; m_CurrentAnimation = m_DigAnimation; } if (m_IsDiggingPrimed) { if (!m_Digging) { m_Digging = true; m_DigStart = m_Position; m_Vel = Vector2f { 0, 0 }; } m_DigProgress += elapsedTime; //lerp to the destination float progress = utils::map(m_DigProgress, 0.0f, m_DigTime, 0.0f, 1.0f); int particleProgress = (int)utils::map(m_DigProgress, 0.0f, m_DigTime, 0.0f, 100.0f); if (particleProgress % 2 == 0) { m_DigParticles.push_back(new Particle(m_Position + Vector2f { 20, 0 }, Vector2f { (float)utils::randRange(-200, 200), (float)utils::randRange(-100, -300) },Vector2f { 0.0f, -9.81f * 20}, 5.f, TextureManager::GetInstance()->GetTexture("particles/dirt_" + std::to_string(utils::randRange(1, 8)) + ".png"))); } 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_CurrentAnimation = m_WalkAnimation; m_HasDeletedTile = false; m_Digging = false; GameManager::GetInstance().IncreaseScore(m_ToAddPoints); m_ToAddPoints = 0; //Add the dug item to the inventory PlayerInventory* inventory = GameManager::GetInstance().GetInventory(); InventoryItem item = inventory->GetItemByType(m_ToAddTile); ItemStack stack = ItemStack { item, 1 }; inventory->AddItem(stack); std::cout << "Added: " << PlayerInventory::GetItemName(item) << std::endl; //Print the inventory std::cout << "-----------------------" << std::endl; std::cout << "Inventory: " << std::endl; std::vector items = inventory->GetItems(); for (ItemStack* i : items) { std::cout << PlayerInventory::GetItemName(i->m_ItemType) << " Quantity: " << i->m_Quantity << std::endl; } std::cout << "-----------------------" << std::endl; } } break; } default: break; } if (m_State != PlayerState::Digging) { m_Position = m_Position + m_Vel * elapsedTime; } if (m_DidSoundChange) { m_CurrentSound->Stop(); m_DidSoundChange = false; } if (m_CurrentSound != nullptr) { if (!m_CurrentSound->IsPlaying()) { m_CurrentSound->Play(1); } } }