Files
prog2/Game/Player.cpp
Bram Verhulst caabb12838 Deux Ex Machina
2024-06-09 23:23:55 +02:00

603 lines
18 KiB
C++

#include "pch.h"
#include "imgui.h"
#include "Player.h"
#include <algorithm>
#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<Particle *> 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<float>(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<Particle*> 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<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() != GroundTileTypeManager::GetInstance()->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();
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<ItemStack *> 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);
}
}
}