Files
prog2/Game/Player.cpp
Bram Verhulst d5e4aa9752 Fix camera, added more collsion stuff
added pink color
2024-03-19 10:20:07 +01:00

77 lines
2.5 KiB
C++

#include "pch.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::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;
}
if(utils::isKeyDown(SDL_SCANCODE_S)) {
m_Vel.y = -100;
}
if(utils::isKeyDown(SDL_SCANCODE_A)) {
m_Vel.x = -100;
}
if(utils::isKeyDown(SDL_SCANCODE_D)) {
m_Vel.x = 100;
}
float t = 0, min_t = INFINITY;
Point2f intersectionPoint, normal;
std::vector<std::pair<int, float>> contactTimes{};
for (size_t x { 0 }; x < level.WORLD_WIDTH; ++x) {
for(size_t y { 0 }; y < level.WORLD_HEIGHT; ++y) {
if(level.GetTileAt(Point2f{(float)x,(float)y})->GetTileType() == GroundTileTypes::Dirt) {
if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, level.GetTileAt(Point2f{(float)x, (float)y})->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
contactTimes.push_back(std::pair<int, float>{x + y * level.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 % WorldLevel::WORLD_WIDTH;
int y = contact_time.first / WorldLevel::WORLD_WIDTH;
WorldTile* world_tile = level.GetTileAt(Point2f{(float) x, (float) y});
Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
}
m_Position = m_Position + m_Vel * elapsedTime;
}