mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 10:13:42 +00:00
minor improvements
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parent
4755076c34
commit
28af8c9389
@ -1,13 +1,17 @@
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#pragma once
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#pragma once
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#include "Constants.h"
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#include "Entity.h"
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#include "Entity.h"
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#include "SDL_rect.h"
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#include "SDL_rect.h"
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#include "SpriteComponent.h"
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#include "SpriteComponent.h"
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#include "Vector2D.h"
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#include "Vector2D.h"
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#include "Manager.h"
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#include <bitset>
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#include <initializer_list>
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#include <vector>
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#include <vector>
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class ColliderComponent;
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class ColliderComponent;
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class Manager;
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class Entity;
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class Entity;
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constexpr uint8_t DIRECTION_C = 4;
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constexpr uint8_t DIRECTION_C = 4;
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@ -39,7 +43,7 @@ public:
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static IntersectionBitSet getIntersectionWithBounds(Entity* entity);// will fail if speed high enough to switch from no collision to full overlap in one tick
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static IntersectionBitSet getIntersectionWithBounds(Entity* entity);// will fail if speed high enough to switch from no collision to full overlap in one tick
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static IntersectionBitSet getIntersectionWithBounds(Entity* entity, Vector2D posMod);
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static IntersectionBitSet getIntersectionWithBounds(Entity* entity, Vector2D posMod);
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std::vector<ColliderComponent*> getColliders(GroupLabel groupLabel); // temporary function, remove once game.cpp cleaned up
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std::vector<ColliderComponent*> getColliders(std::initializer_list<GroupLabel> const& groupLabels); // temporary function, remove once game.cpp cleaned up
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void update();
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void update();
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};
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};
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@ -47,6 +47,7 @@ public:
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bool hasGroup(Group mGroup);
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bool hasGroup(Group mGroup);
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void addGroup(Group mGroup);
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void addGroup(Group mGroup);
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void delGroup(Group mGroup);
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void delGroup(Group mGroup);
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std::bitset<MAX_GROUPS> getGroupBitSet();
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void setTeam(TeamLabel teamLabel);
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void setTeam(TeamLabel teamLabel);
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TeamLabel getTeam();
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TeamLabel getTeam();
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@ -20,6 +20,8 @@ public:
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void addToTeam(Entity* mEntity, Team mTeam);
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void addToTeam(Entity* mEntity, Team mTeam);
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std::vector<Entity*>& getTeam(Team mTeam);
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std::vector<Entity*>& getTeam(Team mTeam);
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std::vector<Entity*> getAll();
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Entity& addEntity();
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Entity& addEntity();
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private:
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private:
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@ -94,11 +94,18 @@ IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity, V
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return intersections;
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return intersections;
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}
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}
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std::vector<ColliderComponent*> CollisionHandler::getColliders(GroupLabel groupLabel)
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std::vector<ColliderComponent*> CollisionHandler::getColliders(std::initializer_list<GroupLabel> const& groupLabels)
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{
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{
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std::vector<ColliderComponent*> colliders;
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std::vector<ColliderComponent*> colliders;
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for (auto& entity : manager.getGroup((size_t) groupLabel)) {
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std::bitset<MAX_GROUPS> groupBitSet;
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for (auto& groupLabel : groupLabels) {
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groupBitSet.set((size_t) groupLabel);
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}
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for (auto& entity : manager.getAll()) {
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if ((groupBitSet & entity->getGroupBitSet()).none())
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continue;
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if (!entity->hasComponent<ColliderComponent>())
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if (!entity->hasComponent<ColliderComponent>())
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continue;
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continue;
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colliders.emplace_back(&entity->getComponent<ColliderComponent>());
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colliders.emplace_back(&entity->getComponent<ColliderComponent>());
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@ -30,6 +30,11 @@ void Entity::delGroup(Group mGroup)
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groupBitSet[mGroup] = false;
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groupBitSet[mGroup] = false;
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}
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}
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std::bitset<MAX_GROUPS> Entity::getGroupBitSet()
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{
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return groupBitSet;
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}
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void Entity::setTeam(TeamLabel teamLabel)
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void Entity::setTeam(TeamLabel teamLabel)
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{
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{
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teamLabel = teamLabel;
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teamLabel = teamLabel;
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@ -1,8 +1,10 @@
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#include "Manager.h"
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#include "Manager.h"
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#include <algorithm>
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#include <algorithm>
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#include <vector>
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#include "Constants.h"
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#include "Constants.h"
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#include "Entity.h"
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void Manager::draw()
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void Manager::draw()
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{
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{
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@ -66,6 +68,15 @@ std::vector<Entity*>& Manager::getTeam(Team mTeam)
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return entitiesByTeam[mTeam];
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return entitiesByTeam[mTeam];
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}
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}
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std::vector<Entity*> Manager::getAll()
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{
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std::vector<Entity*> entity_vec;
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for (auto& entity_ptr : entities) {
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entity_vec.emplace_back(entity_ptr.get());
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}
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return entity_vec;
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}
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Entity& Manager::addEntity()
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Entity& Manager::addEntity()
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{
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{
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Entity* e = new Entity(*this);
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Entity* e = new Entity(*this);
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@ -60,31 +60,21 @@ void TransformComponent::update()
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if (this->entity->hasGroup((size_t) GroupLabel::PLAYERS)) {
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if (this->entity->hasGroup((size_t) GroupLabel::PLAYERS)) {
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IntersectionBitSet intersectionsX = CollisionHandler::getIntersectionWithBounds(entity, positionChange);
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IntersectionBitSet intersectionsX = CollisionHandler::getIntersectionWithBounds(entity, positionChange);
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for (auto& collider : Game::collisionHandler->getColliders(GroupLabel::MAPTILES)) {
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for (auto& collider : Game::collisionHandler->getColliders({GroupLabel::MAPTILES, GroupLabel::COLLIDERS})) {
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intersectionsX |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(positionChange.x, 0), Vector2D(0, 0));
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}
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for (auto& collider : Game::collisionHandler->getColliders(GroupLabel::COLLIDERS)) {
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intersectionsX |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(positionChange.x, 0), Vector2D(0, 0));
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intersectionsX |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(positionChange.x, 0), Vector2D(0, 0));
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}
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}
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IntersectionBitSet intersectionsY = CollisionHandler::getIntersectionWithBounds(entity, positionChange);
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IntersectionBitSet intersectionsY = CollisionHandler::getIntersectionWithBounds(entity, positionChange);
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for (auto& collider : Game::collisionHandler->getColliders(GroupLabel::MAPTILES)) {
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for (auto& collider : Game::collisionHandler->getColliders({GroupLabel::MAPTILES, GroupLabel::COLLIDERS})) {
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intersectionsY |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(0, positionChange.y), Vector2D(0, 0));
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}
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for (auto& collider : Game::collisionHandler->getColliders(GroupLabel::COLLIDERS)) {
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intersectionsY |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(0, positionChange.y), Vector2D(0, 0));
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intersectionsY |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(0, positionChange.y), Vector2D(0, 0));
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}
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}
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if (intersectionsX.test((size_t) direction::LEFT) && positionChange.x < 0)
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IntersectionBitSet intersections = (intersectionsX & IntersectionBitSet("0011")) | (intersectionsY & IntersectionBitSet("1100"));
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positionChange.x = 0;
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if (intersectionsX.test((size_t) direction::RIGHT) && positionChange.x > 0)
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if (intersections.test((size_t) direction::LEFT) || intersections.test((size_t) direction::RIGHT))
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positionChange.x = 0;
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positionChange.x = 0;
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if (intersectionsY.test((size_t) direction::UP) && positionChange.y < 0)
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if (intersections.test((size_t) direction::UP) || intersections.test((size_t) direction::DOWN))
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positionChange.y = 0;
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if (intersectionsY.test((size_t) direction::DOWN) && positionChange.y > 0)
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positionChange.y = 0;
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positionChange.y = 0;
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}
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}
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