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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 05:43:43 +00:00

Rewrite player collisions

This commit is contained in:
Benedikt Galbavy 2024-01-28 14:51:01 +01:00
parent fa480f916f
commit 8ff81ace72
16 changed files with 324 additions and 71 deletions

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@ -0,0 +1,44 @@
#pragma once
#include "Entity.h"
#include "SpriteComponent.h"
#include "Vector2D.h"
#include <vector>
class ColliderComponent;
class Manager;
class Entity;
constexpr uint8_t DIRECTION_C = 4;
enum class direction
{
LEFT = 0,
RIGHT,
UP,
DOWN
};
using IntersectionBitSet = std::bitset<DIRECTION_C>;
class CollisionHandler
{
private:
Manager& manager;
public:
CollisionHandler(Manager& mManager) :
manager(mManager) { };
~CollisionHandler();
static IntersectionBitSet getIntersection(Entity* entityA, Entity* entityB); // intersections relative to entityA
static IntersectionBitSet getIntersection(Entity* entityA, Entity* entityB, Vector2D posModA, Vector2D posModB);
static IntersectionBitSet getIntersectionWithBounds(Entity* entity);// will fail if speed high enough to switch from no collision to full overlap in one tick
static IntersectionBitSet getIntersectionWithBounds(Entity* entity, Vector2D posMod);
std::vector<ColliderComponent*> getColliders(GroupLabel groupLabel); // temporary function, remove once game.cpp cleaned up
void update();
};

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@ -2,16 +2,6 @@
class Entity;
enum class GroupLabel
{
MAP,
PLAYERS,
ENEMIES,
COLLIDERS,
PROJECTILE,
HEARTS
};
class Component
{
public:

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@ -3,9 +3,11 @@
#include <cstddef>
using Group = std::size_t;
using Team = std::size_t;
constexpr std::size_t MAX_COMPONENTS = 32;
constexpr std::size_t MAX_GROUPS = 32;
constexpr std::size_t MAX_TEAMS = 8; //
constexpr int SCREEN_SIZE_HEIGHT = 640;
constexpr int SCREEN_SIZE_WIDTH = 800;

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@ -15,10 +15,28 @@ using ComponentBitSet = std::bitset<MAX_COMPONENTS>;
using GroupBitSet = std::bitset<MAX_GROUPS>;
using ComponentArray = std::array<Component*, MAX_COMPONENTS>;
enum class GroupLabel
{
MAPTILES,
PLAYERS,
ENEMIES,
COLLIDERS,
PROJECTILE,
HEARTS
};
enum class TeamLabel
{
NONE,
BLUE,
RED
};
class Entity
{
public:
explicit Entity(Manager& mManager) : manager(mManager) { }
explicit Entity(Manager& mManager) :
manager(mManager) { };
void update() const;
void draw() const;
@ -30,6 +48,11 @@ public:
void addGroup(Group mGroup);
void delGroup(Group mGroup);
void setTeam(TeamLabel teamLabel);
TeamLabel getTeam();
Manager& getManager() { return manager; };
template <typename T> bool hasComponent() const
{
return componentBitSet[getComponentTypeID<T>()];
@ -63,4 +86,5 @@ private:
ComponentArray componentArray = {};
ComponentBitSet componentBitSet;
GroupBitSet groupBitSet;
TeamLabel teamLabel;
};

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@ -5,7 +5,7 @@
#include <vector>
class AssetManager;
class ColliderComponent;
class CollisionHandler;
class Game
{
@ -24,7 +24,7 @@ public:
static void addTile(int id, int x, int y);
static SDL_Renderer* renderer;
static SDL_Event event;
static std::vector<ColliderComponent*> colliders;
static CollisionHandler* collisionHandler;
static AssetManager* assets;
bool getWinner();

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@ -5,8 +5,7 @@
#include <vector>
#include "Constants.h"
class Entity;
#include "Entity.h"
class Manager
{
@ -18,9 +17,13 @@ public:
void addToGroup(Entity* mEntity, Group mGroup);
std::vector<Entity*>& getGroup(Group mGroup);
void addToTeam(Entity* mEntity, Team mTeam);
std::vector<Entity*>& getTeam(Team mTeam);
Entity& addEntity();
private:
std::vector<std::unique_ptr<Entity>> entities;
std::array<std::vector<Entity*>, MAX_GROUPS> groupedEntities;
std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;
};

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@ -0,0 +1,9 @@
#pragma once
#include "Component.h"
class PlayerComponent : public Component
{
public:
private:
};

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@ -13,6 +13,7 @@ public:
friend Vector2D& operator-(Vector2D& vector1, const Vector2D& vector2);
friend Vector2D& operator*(Vector2D& vector1, const Vector2D& vector2);
friend Vector2D& operator/(Vector2D& vector1, const Vector2D& vector2);
friend Vector2D& operator+=(Vector2D& vector1, const Vector2D& vector2);
Vector2D& operator*(const int& i);
Vector2D& zero();

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@ -1,5 +1,6 @@
#include "ColliderComponent.h"
#include "CollisionHandler.h"
#include "Entity.h"
#include "Game.h"
#include "TransformComponent.h"
@ -26,13 +27,13 @@ void ColliderComponent::init()
}
transform = &entity->getComponent<TransformComponent>();
Game::colliders.push_back(this);
//Game::collisionHandler->add(this);
}
void ColliderComponent::update()
{
collider.x = transform->position.x;
collider.y = transform->position.y;
collider.x = transform->position.x - (transform->width - transform->width * transform->scale * this->hitboxScale) / 2;
collider.y = transform->position.y - (transform->width - transform->width * transform->scale * this->hitboxScale) / 2;
collider.w = (transform->width * transform->scale) * this->hitboxScale;

94
src/CollisionHandler.cpp Normal file
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@ -0,0 +1,94 @@
#include "CollisionHandler.h"
#include "ColliderComponent.h"
#include "Constants.h"
#include "Entity.h"
#include "Manager.h"
#include "Vector2D.h"
#include <SDL_rect.h>
#include <bitset>
IntersectionBitSet CollisionHandler::getIntersection(Entity* entityA, Entity* entityB)
{
return getIntersection(entityA, entityB, Vector2D(0,0), Vector2D(0,0));
}
IntersectionBitSet CollisionHandler::getIntersection(Entity* entityA, Entity* entityB, Vector2D posModA, Vector2D posModB)
{
if (!entityA->hasComponent<ColliderComponent>() ||
!entityB->hasComponent<ColliderComponent>())
return std::bitset<DIRECTION_C>();
SDL_Rect* colliderA = &entityA->getComponent<ColliderComponent>().collider;
SDL_Rect* colliderB = &entityB->getComponent<ColliderComponent>().collider;
if (!SDL_HasIntersection(
colliderA,
colliderB))
return std::bitset<DIRECTION_C>();
std::bitset<DIRECTION_C> intersections;
// checks all 4 directions to allow checking full overlap
if (colliderA->x + posModA.x < colliderB->x + colliderB->w + posModB.x)
intersections.set((size_t) direction::LEFT) = 1;
if (colliderA->x + colliderA->w + posModA.x > colliderB->x + posModB.x)
intersections.set((size_t) direction::RIGHT) = 1;
if (colliderA->y + posModA.y < colliderB->y + colliderB->h + posModB.y)
intersections.set((size_t) direction::UP) = 1;
if (colliderA->y + colliderA->h + posModA.y > colliderB->y + posModB.y)
intersections.set((size_t) direction::DOWN) = 1;
return intersections;
}
IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity)
{
return getIntersectionWithBounds(entity, Vector2D(0,0));
}
IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity, Vector2D posMod)
{
if (!entity->hasComponent<ColliderComponent>())
return std::bitset<DIRECTION_C>();
SDL_Rect* collider = &entity->getComponent<ColliderComponent>().collider;
std::bitset<DIRECTION_C> intersections;
// all 4 directions and both sides to allow checking for fully out of bounds
if (collider->x + posMod.x < 0 ||
collider->x + posMod.x > SCREEN_SIZE_WIDTH)
intersections.set((size_t) direction::LEFT);
if (collider->x + collider->w + posMod.x < 0 ||
collider->x + collider->w + posMod.x > SCREEN_SIZE_WIDTH)
intersections.set((size_t) direction::RIGHT);
if (collider->y + posMod.y < 0 ||
collider->y + posMod.y > SCREEN_SIZE_HEIGHT)
intersections.set((size_t) direction::UP);
if (collider->y + collider->h + posMod.y < 0 ||
collider->y + collider->h + posMod.y > SCREEN_SIZE_HEIGHT)
intersections.set((size_t) direction::DOWN);
return intersections;
}
std::vector<ColliderComponent*> CollisionHandler::getColliders(GroupLabel groupLabel)
{
std::vector<ColliderComponent*> colliders;
for (auto& entity : manager.getGroup((size_t) groupLabel)) {
if (!entity->hasComponent<ColliderComponent>())
continue;
colliders.emplace_back(&entity->getComponent<ColliderComponent>());
}
return colliders;
}

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@ -2,6 +2,7 @@
#include "Manager.h"
#include "Component.h"
#include <cstddef>
void Entity::update() const
{
@ -28,3 +29,14 @@ void Entity::delGroup(Group mGroup)
{
groupBitSet[mGroup] = false;
}
void Entity::setTeam(TeamLabel teamLabel)
{
teamLabel = teamLabel;
manager.addToTeam(this, (size_t) teamLabel);
}
TeamLabel Entity::getTeam()
{
return teamLabel;
}

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@ -1,8 +1,10 @@
#include "Game.h"
#include "CollisionHandler.h"
#include "Components.h"
#include "AssetManager.h"
#include "Entity.h"
#include "Map.h"
#include "TextureManager.h"
@ -11,14 +13,15 @@ Manager manager;
AssetManager* Game::assets = new AssetManager(&manager);
CollisionHandler* Game::collisionHandler = new CollisionHandler(manager);
SDL_Renderer* Game::renderer = nullptr;
SDL_Event Game::event;
std::vector<ColliderComponent*> Game::colliders;
auto& player1(manager.addEntity());
auto& player2(manager.addEntity());
auto& player(manager.addEntity());
auto& enemy(manager.addEntity());
auto& wall(manager.addEntity());
//auto& projectile (manager.addEntity());
@ -110,25 +113,27 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
//ecs implementation
player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
player.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
player.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(1, 0));//custom keycontrols can be added
player.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player.addComponent<HealthComponent>(5, &manager, true);
player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
player1.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
player1.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(1, 0));//custom keycontrols can be added
player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player1.addComponent<HealthComponent>(5, &manager, true);
player1.addGroup((size_t) GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
player1.setTeam(TeamLabel::BLUE);
enemy.addComponent<TransformComponent>(600, 500, 2);
enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
enemy.addComponent<ColliderComponent>("enemy", 0.8f);
enemy.addComponent<HealthComponent>(5, &manager, false);
enemy.addGroup((size_t)GroupLabel::ENEMIES);
player2.addComponent<TransformComponent>(600, 500, 2);
player2.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
player2.addComponent<ColliderComponent>("enemy", 0.8f);
player2.addComponent<HealthComponent>(5, &manager, false);
player2.addGroup((size_t) GroupLabel::PLAYERS);
player2.setTeam(TeamLabel::RED);
}
auto& tiles(manager.getGroup((size_t)GroupLabel::MAP));
auto& tiles(manager.getGroup((size_t)GroupLabel::MAPTILES));
auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
auto& enemies(manager.getGroup((size_t)GroupLabel::ENEMIES));
auto& enemies(manager.getGroup((size_t)GroupLabel::PLAYERS));
auto& projectiles(manager.getGroup((size_t)GroupLabel::PROJECTILE));
auto& hearts(manager.getGroup((size_t)GroupLabel::HEARTS));
@ -148,64 +153,70 @@ void Game::handleEvents()
void Game::update()
{
Vector2D playerPos = player.getComponent<TransformComponent>().position;
Vector2D enemyPos = enemy.getComponent<TransformComponent>().position;
Vector2D playerPos = player1.getComponent<TransformComponent>().position;
Vector2D enemyPos = player2.getComponent<TransformComponent>().position;
manager.refresh();
manager.update();
for (auto cc : colliders)
/*for (auto cc : Game::collisionHandler->getColliders(GroupLabel::COLLIDERS))
{
if (SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "player") && cc->hasCollision)
if (cc->hasCollision &&
strcmp(cc->tag, "player") &&
SDL_HasIntersection(&player1.getComponent<ColliderComponent>().collider, &cc->collider))
{
player.getComponent<TransformComponent>().position = playerPos;
player1.getComponent<TransformComponent>().position = playerPos;
}
if (SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "enemy") && cc->hasCollision)
if (cc->hasCollision &&
strcmp(cc->tag, "enemy") &&
SDL_HasIntersection(&player2.getComponent<ColliderComponent>().collider, &cc->collider))
{
enemy.getComponent<TransformComponent>().position = enemyPos;
player2.getComponent<TransformComponent>().position = enemyPos;
}
}
}*/
//checking if projectiles hit player1 or player2
for (auto& p : projectiles) {
if(SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
if(SDL_HasIntersection(&player2.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
&& (p->getComponent<ColliderComponent>().hasCollision) && !p->getComponent<ProjectileComponent>().getSource()) {
//std::cout << "Enemy hit!";
p->getComponent<ColliderComponent>().removeCollision();
p->destroy();
enemy.getComponent<HealthComponent>().getDamage();
player2.getComponent<HealthComponent>().getDamage();
//display updated health | pretty scuffed but works ig
for(auto h : hearts)
h->destroy();
player.getComponent<HealthComponent>().createAllHearts();
enemy.getComponent<HealthComponent>().createAllHearts();
player1.getComponent<HealthComponent>().createAllHearts();
player2.getComponent<HealthComponent>().createAllHearts();
if(enemy.getComponent<HealthComponent>().getHealth() < 1) {
if(player2.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player1 wins!" << std::endl;
winner = true;
isRunning = false;
}
}
if(SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
if(SDL_HasIntersection(&player1.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
&& (p->getComponent<ColliderComponent>().hasCollision) && p->getComponent<ProjectileComponent>().getSource()) {
//std::cout << "Player hit!";
p->getComponent<ColliderComponent>().removeCollision();
p->destroy();
player.getComponent<HealthComponent>().getDamage();
player1.getComponent<HealthComponent>().getDamage();
//display updated health
for(auto h : hearts)
h->destroy();
player.getComponent<HealthComponent>().createAllHearts();
enemy.getComponent<HealthComponent>().createAllHearts();
player1.getComponent<HealthComponent>().createAllHearts();
player2.getComponent<HealthComponent>().createAllHearts();
if(player.getComponent<HealthComponent>().getHealth() < 1) {
if(player1.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player2 wins!" << std::endl;
winner = false;
isRunning = false;
@ -251,7 +262,7 @@ void Game::addTile(int id, int x, int y)
auto& tile(manager.addEntity());
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id);
if (id == 1) tile.addComponent<ColliderComponent>("water");
tile.addGroup((size_t)GroupLabel::MAP);
tile.addGroup((size_t)GroupLabel::MAPTILES);
}
bool Game::running() const

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@ -2,12 +2,7 @@
#include <algorithm>
#include "Entity.h"
void Manager::update()
{
for (auto& e : entities) e->update();
}
#include "Constants.h"
void Manager::draw()
{
@ -18,7 +13,7 @@ void Manager::refresh()
{
for (auto i(0u); i < MAX_GROUPS; i++)
{
auto& v(groupedEntities[i]);
auto& v(entitiesByGroup[i]);
v.erase(
std::remove_if(std::begin(v), std::end(v),
[i](Entity* mEntity)
@ -27,6 +22,17 @@ void Manager::refresh()
}), std::end(v));
}
for (auto i(0u); i < MAX_TEAMS; i++)
{
auto& v(entitiesByTeam[i]);
v.erase(
std::remove_if(std::begin(v), std::end(v),
[i](Entity* mEntity)
{
return !mEntity->isActive() || (size_t)(mEntity->getTeam()) != i;
}), std::end(v));
}
entities.erase(std::remove_if(std::begin(entities), std::end(entities),
[](const std::unique_ptr<Entity>& mEntity)
{
@ -35,14 +41,29 @@ void Manager::refresh()
std::end(entities));
}
void Manager::update()
{
for (auto& e : entities) e->update();
}
void Manager::addToGroup(Entity* mEntity, Group mGroup)
{
groupedEntities[mGroup].emplace_back(mEntity);
entitiesByGroup[mGroup].emplace_back(mEntity);
}
std::vector<Entity*>& Manager::getGroup(Group mGroup)
{
return groupedEntities[mGroup];
return entitiesByGroup[mGroup];
}
void Manager::addToTeam(Entity* mEntity, Team mTeam)
{
entitiesByTeam[mTeam].emplace_back(mEntity);
}
std::vector<Entity*>& Manager::getTeam(Team mTeam)
{
return entitiesByTeam[mTeam];
}
Entity& Manager::addEntity()

1
src/PlayerComponent.cpp Normal file
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@ -0,0 +1 @@
#include "PlayerComponent.h"

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@ -1,5 +1,12 @@
#include "TransformComponent.h"
#include "CollisionHandler.h"
#include "ColliderComponent.h"
#include "Constants.h"
#include "Entity.h"
#include "Game.h"
#include "Vector2D.h"
#include <iostream>
TransformComponent::TransformComponent()
{
@ -44,12 +51,39 @@ void TransformComponent::update()
// if(velocity.x != 0 && velocity.y != 0)
float multiplier = velocity.x != 0 && velocity.y != 0 ? 0.707 : 1; //normalizes vector
Vector2D newPos(
position.x + velocity.x * speed * multiplier,
position.y + velocity.y * speed * multiplier
Vector2D positionChange(
velocity.x * speed * multiplier,
velocity.y * speed * multiplier
);
if (newPos.x < 0 || newPos.x + (this->width * this->scale) > SCREEN_SIZE_WIDTH || newPos.y < 0 || newPos.y + (this->height * this->scale) > SCREEN_SIZE_HEIGHT)
return;
position = newPos;
}
IntersectionBitSet intersectionsX = CollisionHandler::getIntersectionWithBounds(entity, positionChange);
for (auto& collider : Game::collisionHandler->getColliders(GroupLabel::MAPTILES)) {
intersectionsX |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(positionChange.x, 0), Vector2D(0, 0));
}
for (auto& collider : Game::collisionHandler->getColliders(GroupLabel::COLLIDERS)) {
intersectionsX |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(positionChange.x, 0), Vector2D(0, 0));
}
IntersectionBitSet intersectionsY = CollisionHandler::getIntersectionWithBounds(entity, positionChange);
for (auto& collider : Game::collisionHandler->getColliders(GroupLabel::MAPTILES)) {
intersectionsY |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(0, positionChange.y), Vector2D(0, 0));
}
for (auto& collider : Game::collisionHandler->getColliders(GroupLabel::COLLIDERS)) {
intersectionsY |= CollisionHandler::getIntersection(entity, collider->entity, Vector2D(0, positionChange.y), Vector2D(0, 0));
}
if (intersectionsX.test((size_t) direction::LEFT) && positionChange.x < 0)
positionChange.x = 0;
if (intersectionsX.test((size_t) direction::RIGHT) && positionChange.x > 0)
positionChange.x = 0;
if (intersectionsY.test((size_t) direction::UP) && positionChange.y < 0)
positionChange.y = 0;
if (intersectionsY.test((size_t) direction::DOWN) && positionChange.y > 0)
positionChange.y = 0;
position += positionChange;
};

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@ -36,6 +36,12 @@ Vector2D& operator/(Vector2D& vector1, const Vector2D& vector2)
vector1.y /= vector2.y;
return vector1;
}
Vector2D& operator+=(Vector2D& vector1, const Vector2D& vector2)
{
vector1.x += vector2.x;
vector1.y += vector2.y;
return vector1;
}
Vector2D& Vector2D::operator*(const int& i)
{
this->x *= i;