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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 07:53:43 +00:00

Merge branch 'collision-manager' into powerups

This commit is contained in:
Nimac0 2024-01-30 00:02:39 +01:00
commit a9f9931101
25 changed files with 270 additions and 160 deletions

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@ -26,4 +26,10 @@ target_link_libraries(${PROJECT_NAME} PRIVATE
SDL2_image::SDL2_image-static
)
if(CMAKE_BUILD_TYPE MATCHES "Debug")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -fsanitize=address -fno-omit-frame-pointer")
target_link_libraries(${PROJECT_NAME} PRIVATE "-fsanitize=address")
endif()
file(COPY ${PROJECT_SOURCE_DIR}/assets DESTINATION ${PROJECT_BINARY_DIR})

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@ -1,3 +1,5 @@
#include "Entity.h"
#include <SDL_render.h>
#include <map>
#include <string>
@ -14,7 +16,7 @@ public:
AssetManager(Manager* manager);
~AssetManager();
void createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath);
void createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath, TeamLabel teamLabel);
void createPowerup(Vector2D pos, PowerupType type);
//texture management

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@ -1,13 +1,20 @@
#pragma once
#include "ColliderComponent.h"
#include "Constants.h"
#include "Entity.h"
#include "SDL_rect.h"
#include "SpriteComponent.h"
#include "Vector2D.h"
#include "Manager.h"
#include <bitset>
#include <initializer_list>
#include <tuple>
#include <utility>
#include <vector>
class ColliderComponent;
class Manager;
class Entity;
constexpr uint8_t DIRECTION_C = 4;
@ -33,13 +40,28 @@ public:
manager(mManager) { };
~CollisionHandler();
static IntersectionBitSet getIntersection( // intersections relative to entityA
Entity* entityA,
Entity* entityB,
Vector2D posModA = Vector2D(0,0),
Vector2D posModB = Vector2D(0,0));
static IntersectionBitSet getIntersectionWithBounds( // will fail to determine direction if speed high enough to switch from no collision to full overlap in one tick
Entity* entity,
Vector2D posMod = Vector2D(0,0));
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);
// temporary function, remove once game.cpp cleaned up
std::vector<ColliderComponent*> getColliders(
std::initializer_list<GroupLabel> const& groupLabels,
std::initializer_list<TeamLabel> const& teamLabels = {},
bool negateTeam = false);
std::vector<ColliderComponent*> getColliders(GroupLabel groupLabel); // temporary function, remove once game.cpp cleaned up
template<typename T>
T getAnyIntersection(
Entity* entity,
Vector2D posMod = {},
std::initializer_list<GroupLabel> const& groupLabels = {},
std::initializer_list<TeamLabel> const& teamLabels = {},
bool negateTeam = false);
void update();
};

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@ -1,2 +1 @@
#pragma once
#pragma once

7
include/Direction.h Normal file
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@ -0,0 +1,7 @@
#pragma once
enum class Direction
{
LEFT,
RIGHT
};

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@ -5,6 +5,7 @@
#include <bitset>
#include <vector>
#include "ColliderComponent.h"
#include "ECS.h"
#include "Constants.h"
@ -43,11 +44,17 @@ public:
void draw() const;
bool isActive() const { return this->active; }
void destroy() { this->active = false; }
void destroy() {
this->active = false;
if (this->hasComponent<ColliderComponent>()) {
this->getComponent<ColliderComponent>().removeCollision();
}
}
bool hasGroup(Group mGroup);
void addGroup(Group mGroup);
void delGroup(Group mGroup);
std::bitset<MAX_GROUPS> getGroupBitSet();
void setTeam(TeamLabel teamLabel);
TeamLabel getTeam();

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@ -6,6 +6,7 @@
class AssetManager;
class CollisionHandler;
enum class TeamLabel;
class Game
{
@ -21,19 +22,18 @@ public:
void clean();
bool running() const;
static void addTile(int id, int x, int y);
static void addTile(unsigned long id, int x, int y);
static SDL_Renderer* renderer;
static SDL_Event event;
static CollisionHandler* collisionHandler;
static AssetManager* assets;
bool getWinner();
private:
void setWinner(TeamLabel winningTeam);
TeamLabel getWinner();
int counter = 0;
bool isRunning = false;
SDL_Window* window;
//true for player1 win / false for player2 win;
bool winner;
TeamLabel winner;
};

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@ -1,5 +1,6 @@
#pragma once
#include "Direction.h"
#include "Component.h"
class Manager;
@ -8,22 +9,21 @@ class HealthComponent : public Component
{
public:
HealthComponent(int health, Manager* manager, bool player) : health(health), manager(manager), player(player) {}
HealthComponent(int health, Direction side) : health(health), side(side) {}
~HealthComponent() {}
void getDamage() { this->health--; }
void modifyHealth(int health = -1);
int getHealth() { return this->health; }
void init() override;
void createAllHearts();
void resetHearts();
void createHeartComponents(int x);
private:
int health;
Manager* manager;
Direction side;
bool player; //true if player1 / false if player2
};

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@ -20,6 +20,8 @@ public:
void addToTeam(Entity* mEntity, Team mTeam);
std::vector<Entity*>& getTeam(Team mTeam);
std::vector<Entity*> getAll();
Entity& addEntity();
private:

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@ -10,7 +10,7 @@ class ProjectileComponent : public Component
//can maybe be split in separate .cpp file
public:
ProjectileComponent(int range, int speed, Vector2D velocity, bool source) : range(range), speed(speed), velocity(velocity), source(source) {}
ProjectileComponent(int range, int speed, Vector2D direction, bool source) : range(range), speed(speed), direction(direction), source(source) {}
~ProjectileComponent() {}
void init() override;
@ -27,5 +27,5 @@ private:
const bool source; //true if from player1 / false if from player2
Vector2D velocity;
Vector2D direction;
};

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@ -5,15 +5,10 @@
#include "AnimationHandler.h"
#include "Component.h"
#include "Direction.h"
class TransformComponent;
enum SpriteDirection
{
LEFT,
RIGHT
};
class SpriteComponent : public Component
{
public:
@ -43,5 +38,5 @@ public:
void update() override;
void draw() override;
void playAnimation(AnimationType type);
void setDirection(SpriteDirection direction);
void setDirection(Direction direction);
};

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@ -7,7 +7,7 @@ class TransformComponent : public Component
{
public:
Vector2D position;
Vector2D velocity;
Vector2D direction;
int height = 32;
int width = 32;

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@ -1,5 +1,8 @@
#pragma once
#include <SDL.h>
#include <SDL_rect.h>
class Vector2D
{
public:
@ -17,4 +20,6 @@ public:
Vector2D& operator*(const int& i);
Vector2D& zero();
};
};
SDL_Rect operator+(const SDL_Rect& rect, const Vector2D& vector2D);

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@ -1,5 +1,6 @@
#include "AssetManager.h"
#include "Entity.h"
#include "TextureManager.h"
#include "Components.h"
@ -15,7 +16,7 @@ SDL_Texture* AssetManager::getTexture(std::string id) {
return textures.at(id);
}
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath) {
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath, TeamLabel teamLabel) {
auto& projectile(man->addEntity());
projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
@ -23,6 +24,7 @@ void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source
projectile.addComponent<ProjectileComponent>(range, speed, velocity, source);
projectile.addComponent<ColliderComponent>("projectile", 0.6f);
projectile.addGroup((size_t)GroupLabel::PROJECTILE);
projectile.setTeam(teamLabel);
}
void AssetManager::createPowerup(Vector2D pos, PowerupType type) {

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@ -28,6 +28,7 @@ void ColliderComponent::init()
transform = &entity->getComponent<TransformComponent>();
//Game::collisionHandler->add(this);
this->update();
}
void ColliderComponent::update()

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@ -11,11 +11,6 @@
#include <cstdio>
#include <memory>
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>() ||
@ -60,11 +55,6 @@ IntersectionBitSet CollisionHandler::getIntersection(Entity* entityA, Entity* en
return intersections;
}
IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity)
{
return getIntersectionWithBounds(entity, Vector2D(0,0));
}
IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity, Vector2D posMod)
{
if (!entity->hasComponent<ColliderComponent>())
@ -76,8 +66,9 @@ IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity, V
// 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)
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)
@ -94,15 +85,64 @@ IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity, V
return intersections;
}
std::vector<ColliderComponent*> CollisionHandler::getColliders(GroupLabel groupLabel)
std::vector<ColliderComponent*> CollisionHandler::getColliders(
std::initializer_list<GroupLabel> const& groupLabels,
std::initializer_list<TeamLabel> const& teamLabels,
bool negateTeam)
{
std::vector<ColliderComponent*> colliders;
for (auto& entity : manager.getGroup((size_t) groupLabel)) {
std::bitset<MAX_GROUPS> groupBitSet;
for (auto& groupLabel : groupLabels) {
groupBitSet.set((size_t) groupLabel);
}
std::bitset<MAX_TEAMS> teamBitSet;
for (auto& teamLabel : teamLabels) {
teamBitSet.set((size_t) teamLabel);
}
for (auto& entity : manager.getAll()) {
if ((groupBitSet & entity->getGroupBitSet()).none())
continue;
if (teamBitSet.any() && negateTeam != (teamBitSet.test((size_t) entity->getTeam())))
continue;
if (!entity->hasComponent<ColliderComponent>())
continue;
colliders.emplace_back(&entity->getComponent<ColliderComponent>());
}
return colliders;
}
}
template<>
IntersectionBitSet CollisionHandler::getAnyIntersection<IntersectionBitSet>(
Entity* entity,
Vector2D posMod,
std::initializer_list<GroupLabel> const& groupLabels,
std::initializer_list<TeamLabel> const& teamLabels,
bool negateTeam)
{
IntersectionBitSet intersections;
for (auto& collider : getColliders(groupLabels, teamLabels)) {
intersections |= getIntersection(entity, collider->entity, posMod);
}
return intersections;
};
template<>
Entity* CollisionHandler::getAnyIntersection<Entity*>(
Entity* entity,
Vector2D posMod,
std::initializer_list<GroupLabel> const& groupLabels,
std::initializer_list<TeamLabel> const& teamLabels,
bool negateTeam)
{
for (auto& collider : getColliders(groupLabels, teamLabels)) {
SDL_Rect rect = entity->getComponent<ColliderComponent>().collider + posMod;
if (SDL_HasIntersection(&rect, &collider->collider)) {
return collider->entity;
}
}
return nullptr;
};

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@ -30,9 +30,14 @@ void Entity::delGroup(Group mGroup)
groupBitSet[mGroup] = false;
}
std::bitset<MAX_GROUPS> Entity::getGroupBitSet()
{
return groupBitSet;
}
void Entity::setTeam(TeamLabel teamLabel)
{
teamLabel = teamLabel;
this->teamLabel = teamLabel;
manager.addToTeam(this, (size_t) teamLabel);
}

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@ -4,7 +4,9 @@
#include "Components.h"
#include "AssetManager.h"
#include "Direction.h"
#include "Entity.h"
#include "HealthComponent.h"
#include "Map.h"
#include "TextureManager.h"
#include "Powerup.h"
@ -113,27 +115,28 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
//ecs implementation
player1.setTeam(TeamLabel::BLUE);
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.addComponent<HealthComponent>(5, Direction::LEFT);
player1.addGroup((size_t) GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
player1.setTeam(TeamLabel::BLUE);
player2.setTeam(TeamLabel::RED);
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.addComponent<HealthComponent>(5, Direction::RIGHT);
player2.addGroup((size_t) GroupLabel::PLAYERS);
player2.setTeam(TeamLabel::RED);
}
auto& tiles(manager.getGroup((size_t)GroupLabel::MAPTILES));
auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
auto& enemies(manager.getGroup((size_t)GroupLabel::PLAYERS));
auto& projectiles(manager.getGroup((size_t)GroupLabel::PROJECTILE));
auto& hearts(manager.getGroup((size_t)GroupLabel::HEARTS));
auto& powerups(manager.getGroup((size_t)GroupLabel::POWERUPS));
@ -167,50 +170,10 @@ void Game::update()
assets->createPowerup(Powerup::calculateSpawnPosition(), Powerup::calculateType());
}
//checking if projectiles hit player1 or player2
for (auto& p : projectiles) {
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();
player2.getComponent<HealthComponent>().getDamage();
//display updated health | pretty scuffed but works ig
for(auto h : hearts)
h->destroy();
player1.getComponent<HealthComponent>().createAllHearts();
player2.getComponent<HealthComponent>().createAllHearts();
if(player2.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player1 wins!" << std::endl;
winner = true;
isRunning = false;
}
}
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();
player1.getComponent<HealthComponent>().getDamage();
//display updated health
for(auto h : hearts)
h->destroy();
player1.getComponent<HealthComponent>().createAllHearts();
player2.getComponent<HealthComponent>().createAllHearts();
if(player1.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player2 wins!" << std::endl;
winner = false;
isRunning = false;
}
// needs to be in game.cpp to have access to internal functions
for (auto& player : manager.getGroup((size_t) GroupLabel::PLAYERS)) {
if (player->getComponent<HealthComponent>().getHealth() <= 0) {
this->setWinner(player->getTeam());
}
}
}
@ -226,10 +189,7 @@ void Game::render()
for (auto& p : players)
p->draw();
for (auto& e : enemies)
e->draw();
for (auto& p : projectiles)
p->draw();
@ -247,7 +207,7 @@ void Game::clean()
std::cout << "Game Cleaned!" << std::endl;
}
void Game::addTile(int id, int x, int y)
void Game::addTile(unsigned long id, int x, int y)
{
auto& tile(manager.addEntity());
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id);
@ -260,6 +220,13 @@ bool Game::running() const
return isRunning;
}
bool Game::getWinner() {
void Game::setWinner(TeamLabel winningTeam)
{
this->winner = winningTeam;
this->isRunning = false;
}
TeamLabel Game::getWinner()
{
return this->winner;
}

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@ -1,26 +1,43 @@
#include "HealthComponent.h"
#include "Components.h"
#include "Direction.h"
#include "Entity.h"
#include "Game.h"
#include <cstdio>
void HealthComponent::init()
{
createAllHearts();
resetHearts();
}
void HealthComponent::createAllHearts()
void HealthComponent::modifyHealth(int health)
{
this->health += health;
this->resetHearts();
}
void HealthComponent::resetHearts()
{
// clear hearts if exist
for (auto& heart : this->entity->getManager().getGroup((size_t) GroupLabel::HEARTS)) {
if (heart->getTeam() == this->entity->getTeam()) {
heart->destroy();
}
}
int x; //starting position for first health icon
if(player) {
if(side == Direction::LEFT) {
x = 10;
} else {
x = 730;
}
for(int i = 0; i < health; i++) {
//checks for player side
if(player) {
if (side == Direction::LEFT) {
createHeartComponents(x);
x += 50;
continue;
@ -31,10 +48,11 @@ void HealthComponent::createAllHearts()
}
}
void HealthComponent::createHeartComponents(int x)
void HealthComponent::createHeartComponents(int x)
{
auto& heart(manager->addEntity());
auto& heart(this->entity->getManager().addEntity());
heart.addComponent<TransformComponent>(x,5,2);
heart.addComponent<SpriteComponent>("assets/heart.png");
heart.addGroup((size_t)GroupLabel::HEARTS);
heart.setTeam(this->entity->getTeam());
}

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@ -23,27 +23,27 @@ void KeyboardController::init()
void KeyboardController::update()
{
transform->velocity.x = 0;
transform->velocity.y = 0;
transform->direction.x = 0;
transform->direction.y = 0;
sprite->playAnimation(IDLE);
if (keystates[this->up]) {
transform->velocity.y = -1;
transform->direction.y = -1;
sprite->playAnimation(WALK);
}
if (keystates[this->left]) {
transform->velocity.x = -1;
transform->direction.x = -1;
sprite->playAnimation(WALK);
sprite->setDirection(LEFT);
sprite->setDirection(Direction::LEFT);
}
if (keystates[this->down]) {
transform->velocity.y = 1;
transform->direction.y = 1;
sprite->playAnimation(WALK);
}
if (keystates[this->right]) {
transform->velocity.x = 1;
transform->direction.x = 1;
sprite->playAnimation(WALK);
sprite->setDirection(RIGHT);
sprite->setDirection(Direction::RIGHT);
}
if (keystates[this->fire]) {
@ -57,14 +57,14 @@ void KeyboardController::update()
//checks player source via the firing velocity
//TODO: adding actual projectile textures
if (fireVelocity.x > 0) {
sprite->setDirection(RIGHT);
sprite->setDirection(Direction::RIGHT);
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
false, 1, 180, 1, "assets/egg.png");
false, 1, 180, 1, "assets/egg.png", this->entity->getTeam());
}
else {
sprite->setDirection(LEFT);
sprite->setDirection(Direction::LEFT);
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
true, 1, 180, 1, "assets/egg.png");
true, 1, 180, 1, "assets/egg.png", this->entity->getTeam());
}
lastFireTime = currentTicks;

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@ -1,8 +1,10 @@
#include "Manager.h"
#include <algorithm>
#include <vector>
#include "Constants.h"
#include "Entity.h"
void Manager::draw()
{
@ -48,22 +50,31 @@ void Manager::update()
void Manager::addToGroup(Entity* mEntity, Group mGroup)
{
entitiesByGroup[mGroup].emplace_back(mEntity);
entitiesByGroup.at(mGroup).emplace_back(mEntity);
}
std::vector<Entity*>& Manager::getGroup(Group mGroup)
{
return entitiesByGroup[mGroup];
return entitiesByGroup.at(mGroup);
}
void Manager::addToTeam(Entity* mEntity, Team mTeam)
{
entitiesByTeam[mTeam].emplace_back(mEntity);
entitiesByTeam.at(mTeam).emplace_back(mEntity); //
}
std::vector<Entity*>& Manager::getTeam(Team mTeam)
{
return entitiesByTeam[mTeam];
return entitiesByTeam.at(mTeam);
}
std::vector<Entity*> Manager::getAll()
{
std::vector<Entity*> entity_vec;
for (auto& entity_ptr : entities) {
entity_vec.emplace_back(entity_ptr.get());
}
return entity_vec;
}
Entity& Manager::addEntity()

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@ -1,21 +1,44 @@
#include "ProjectileComponent.h"
#include "CollisionHandler.h"
#include "Components.h"
#include "Entity.h"
#include "Game.h"
#include "HealthComponent.h"
#include "Vector2D.h"
#include <cassert>
#include <cstdio>
void ProjectileComponent::init()
{
transformComponent = &entity->getComponent<TransformComponent>();
transformComponent->direction = direction;
}
void ProjectileComponent::update()
{
transformComponent->velocity = velocity;
distance += speed;
IntersectionBitSet boundsIntersection = Game::collisionHandler->getIntersectionWithBounds(entity);
if ((boundsIntersection | IntersectionBitSet("1100")).all() || (boundsIntersection | IntersectionBitSet("0011")).all()) {
this->entity->destroy();
std::cout << "out of bounds" << std::endl;
}
if (distance > range) {
entity->destroy();
entity->getComponent<ColliderComponent>().removeCollision();
//std::cout << "out of range" << std::endl;
this->entity->destroy();
std::cout << "out of range" << std::endl;
}
Entity* player;
if ((player = Game::collisionHandler->getAnyIntersection<Entity*>(
entity,
Vector2D(0,0),
{GroupLabel::PLAYERS},
{entity->getTeam()},
true)) != nullptr) {
player->getComponent<HealthComponent>().modifyHealth();
this->entity->destroy();
}
}

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@ -2,6 +2,7 @@
#include <SDL_timer.h>
#include "Direction.h"
#include "TextureManager.h"
#include "Entity.h"
#include "TransformComponent.h"
@ -71,7 +72,7 @@ void SpriteComponent::playAnimation(AnimationType type)
this->speed = animations.at(type)->speed;
}
void SpriteComponent::setDirection(SpriteDirection direction)
void SpriteComponent::setDirection(Direction direction)
{
this->flipped = direction == RIGHT;
this->flipped = direction == Direction::RIGHT;
}

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@ -6,6 +6,8 @@
#include "Entity.h"
#include "Game.h"
#include "Vector2D.h"
#include <cstdio>
#include <initializer_list>
#include <iostream>
TransformComponent::TransformComponent()
@ -43,48 +45,34 @@ TransformComponent::TransformComponent(float x, float y, int w, int h, int scale
void TransformComponent::init()
{
velocity.zero();
direction.zero();
}
void TransformComponent::update()
{
// if(velocity.x != 0 && velocity.y != 0)
float multiplier = velocity.x != 0 && velocity.y != 0 ? 0.707 : 1; //normalizes vector
float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45°
Vector2D positionChange(
velocity.x * speed * multiplier,
velocity.y * speed * multiplier
direction.x * speed * multiplier,
direction.y * speed * multiplier
);
// TODO: move to separate functions
if (this->entity->hasGroup((size_t) GroupLabel::PLAYERS)) {
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 intersections =
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(positionChange.x, 0)) |
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(positionChange.x, 0), {GroupLabel::MAPTILES, GroupLabel::COLLIDERS})) &
IntersectionBitSet("0011")) |
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(0, positionChange.y)) |
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(0, positionChange.y), {GroupLabel::MAPTILES, GroupLabel::COLLIDERS})) &
IntersectionBitSet("1100"));
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)
if (intersections.test((size_t) direction::LEFT) || intersections.test((size_t) direction::RIGHT))
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)
if (intersections.test((size_t) direction::UP) || intersections.test((size_t) direction::DOWN))
positionChange.y = 0;
}

View File

@ -1,4 +1,5 @@
#include "Vector2D.h"
#include "SDL_rect.h"
Vector2D::Vector2D()
{
@ -56,3 +57,11 @@ Vector2D& Vector2D::zero()
return *this;
}
SDL_Rect operator+(const SDL_Rect& rect, const Vector2D& vector2D)
{
SDL_Rect newRect = rect;
newRect.x += vector2D.x;
newRect.y += vector2D.y;
return newRect;
}