mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 21:23:41 +00:00
created the distance checks
This commit is contained in:
parent
3ba0d46fbe
commit
f5a94ac4b9
@ -14,7 +14,7 @@ public:
|
|||||||
void init() override;
|
void init() override;
|
||||||
void update() override;
|
void update() override;
|
||||||
|
|
||||||
Entity* getClosestInteractableEntity(Key directionKey, Entity* interactor, std::vector<Entity*> entities);
|
Entity* getClosestInteractableEntity(Direction direction, Entity* interactor, std::vector<Entity*> entities);
|
||||||
bool interact(Entity* interactor, Entity* interactee);
|
bool interact(Entity* interactor, Entity* interactee);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
@ -23,8 +23,16 @@ private:
|
|||||||
|
|
||||||
int reach;
|
int reach;
|
||||||
|
|
||||||
|
Entity* findClosestEntityLeft(std::vector<Entity*>& entities, TransformComponent& interactorT);
|
||||||
|
Entity* findClosestEntityRight(std::vector<Entity*>& entities, TransformComponent& interactorT);
|
||||||
|
Entity* findClosestEntityUp(std::vector<Entity*>& entities, TransformComponent& interactorT);
|
||||||
|
Entity* findClosestEntityDown(std::vector<Entity*>& entities, TransformComponent& interactorT);
|
||||||
|
|
||||||
|
float calculateDistance(Vector2D iPos, Vector2D ePos);
|
||||||
|
|
||||||
bool isEntityCloseEnoughRight(Vector2D iPos, Vector2D ePos, int iWidth);
|
bool isEntityCloseEnoughRight(Vector2D iPos, Vector2D ePos, int iWidth);
|
||||||
bool isEntityCloseEnoughLeft(Vector2D iPos, Vector2D ePos, int eWidth);
|
bool isEntityCloseEnoughLeft(Vector2D iPos, Vector2D ePos, int eWidth);
|
||||||
bool isEntityCloseEnoughUp(Vector2D iPos, Vector2D ePos, int eHeight);
|
bool isEntityCloseEnoughUp(Vector2D iPos, Vector2D ePos, int eHeight);
|
||||||
bool isEntityCloseEnoughDown(Vector2D iPos, Vector2D ePos, int iHeight);
|
bool isEntityCloseEnoughDown(Vector2D iPos, Vector2D ePos, int iHeight);
|
||||||
|
|
||||||
};
|
};
|
||||||
@ -1,5 +1,8 @@
|
|||||||
#include "InteractionComponent.h"
|
#include "InteractionComponent.h"
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
|
#include <limits>
|
||||||
|
|
||||||
InteractionComponent::InteractionComponent(bool canInteract, bool isInteractable, int reach)
|
InteractionComponent::InteractionComponent(bool canInteract, bool isInteractable, int reach)
|
||||||
{
|
{
|
||||||
this->canInteract = canInteract;
|
this->canInteract = canInteract;
|
||||||
@ -19,18 +22,16 @@ void InteractionComponent::update()
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Entity* InteractionComponent::getClosestInteractableEntity(Key directionKey, Entity* interactor, std::vector<Entity*> entities)
|
Entity* InteractionComponent::getClosestInteractableEntity(Direction direction, Entity* interactor, std::vector<Entity*> entities)
|
||||||
{
|
{
|
||||||
// first kicking all the entities passed here that don't have the ability to be interacted with
|
// first kicking all the entities passed here that don't have the ability to be interacted with
|
||||||
for (auto it = entities.begin(); it != entities.end();)
|
for (auto it = entities.begin(); it != entities.end(); it++)
|
||||||
{
|
{
|
||||||
if (!(*it)->hasComponent<InteractionComponent>() || !(*it)->getComponent<InteractionComponent>().isInteractable)
|
if (!(*it)->hasComponent<InteractionComponent>() || !(*it)->getComponent<InteractionComponent>().isInteractable)
|
||||||
{
|
{
|
||||||
it = entities.erase(it);
|
it = entities.erase(it);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
it++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// quick check if entities isn't empty
|
// quick check if entities isn't empty
|
||||||
@ -42,30 +43,25 @@ Entity* InteractionComponent::getClosestInteractableEntity(Key directionKey, Ent
|
|||||||
// to reduce the amount of accesses to transformcomponent via getComponent()
|
// to reduce the amount of accesses to transformcomponent via getComponent()
|
||||||
auto& interactorT = interactor->getComponent<TransformComponent>();
|
auto& interactorT = interactor->getComponent<TransformComponent>();
|
||||||
|
|
||||||
// kicking all entities that are too far away, disgusting code that i dont even know if it works just yet but oh well
|
// kick all entities that are either too far away or in the opposite direction, then calc distance and find closest entity that way
|
||||||
for (auto it = entities.begin(); it != entities.end();)
|
Entity* entityToInteract = nullptr;
|
||||||
|
|
||||||
|
switch(direction)
|
||||||
{
|
{
|
||||||
auto& entityT = (*it)->getComponent<TransformComponent>();
|
case Direction::LEFT: entityToInteract = findClosestEntityLeft(entities, interactorT);
|
||||||
|
break;
|
||||||
|
|
||||||
if(((entityT.position.x >= interactorT.position.x) && !isEntityCloseEnoughRight(interactorT.position, entityT.position, interactorT.width)) ||
|
case Direction::RIGHT: entityToInteract = findClosestEntityRight(entities, interactorT);
|
||||||
((entityT.position.x <= interactorT.position.x) && !isEntityCloseEnoughLeft(interactorT.position, entityT.position, entityT.width)) ||
|
break;
|
||||||
((entityT.position.y <= interactorT.position.y) && !isEntityCloseEnoughUp(interactorT.position, entityT.position, entityT.height)) ||
|
|
||||||
((entityT.position.y >= interactorT.position.y) && !isEntityCloseEnoughDown(interactorT.position, entityT.position, interactorT.height)))
|
|
||||||
{
|
|
||||||
it = entities.erase(it);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
it++;
|
case Direction::UP: entityToInteract = findClosestEntityUp(entities, interactorT);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Direction::DOWN: entityToInteract = findClosestEntityDown(entities, interactorT);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// check if entities is empty
|
return entityToInteract;
|
||||||
if(entities.empty())
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
// then check whichever entitiy is closer, based on direction i guess? so if direction left then the entity on the left, if direction down then entity on down???? i guess?????
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool InteractionComponent::interact(Entity* interactor, Entity* interactee)
|
bool InteractionComponent::interact(Entity* interactor, Entity* interactee)
|
||||||
@ -83,6 +79,115 @@ bool InteractionComponent::interact(Entity* interactor, Entity* interactee)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Entity* InteractionComponent::findClosestEntityLeft(std::vector<Entity*>& entities, TransformComponent& interactorT)
|
||||||
|
{
|
||||||
|
Entity* closestEntity = nullptr;
|
||||||
|
float closestDistance = std::numeric_limits<float>::max();
|
||||||
|
|
||||||
|
for(auto it = entities.begin(); it != entities.end(); it++)
|
||||||
|
{
|
||||||
|
auto& entityT = (*it)->getComponent<TransformComponent>();
|
||||||
|
if(entityT.position.x > interactorT.position.x || !isEntityCloseEnoughLeft(interactorT.position, entityT.position, entityT.width))
|
||||||
|
{
|
||||||
|
it = entities.erase(it);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
float distance = calculateDistance(interactorT.position, entityT.position);
|
||||||
|
|
||||||
|
if (distance < closestDistance)
|
||||||
|
{
|
||||||
|
closestDistance = distance;
|
||||||
|
closestEntity = *it;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return closestEntity;
|
||||||
|
}
|
||||||
|
|
||||||
|
Entity* InteractionComponent::findClosestEntityRight(std::vector<Entity*>& entities, TransformComponent& interactorT)
|
||||||
|
{
|
||||||
|
Entity* closestEntity = nullptr;
|
||||||
|
float closestDistance = std::numeric_limits<float>::max();
|
||||||
|
|
||||||
|
for(auto it = entities.begin(); it != entities.end(); it++)
|
||||||
|
{
|
||||||
|
auto& entityT = (*it)->getComponent<TransformComponent>();
|
||||||
|
if(entityT.position.x < interactorT.position.x || !isEntityCloseEnoughRight(interactorT.position, entityT.position, interactorT.width))
|
||||||
|
{
|
||||||
|
it = entities.erase(it);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
float distance = calculateDistance(interactorT.position, entityT.position);
|
||||||
|
|
||||||
|
if (distance < closestDistance)
|
||||||
|
{
|
||||||
|
closestDistance = distance;
|
||||||
|
closestEntity = *it;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return closestEntity;
|
||||||
|
}
|
||||||
|
|
||||||
|
Entity* InteractionComponent::findClosestEntityUp(std::vector<Entity*>& entities, TransformComponent& interactorT)
|
||||||
|
{
|
||||||
|
Entity* closestEntity = nullptr;
|
||||||
|
float closestDistance = std::numeric_limits<float>::max();
|
||||||
|
|
||||||
|
for(auto it = entities.begin(); it != entities.end(); it++)
|
||||||
|
{
|
||||||
|
auto& entityT = (*it)->getComponent<TransformComponent>();
|
||||||
|
if(entityT.position.y < interactorT.position.y || !isEntityCloseEnoughUp(interactorT.position, entityT.position, entityT.height))
|
||||||
|
{
|
||||||
|
it = entities.erase(it);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
float distance = calculateDistance(interactorT.position, entityT.position);
|
||||||
|
|
||||||
|
if (distance < closestDistance)
|
||||||
|
{
|
||||||
|
closestDistance = distance;
|
||||||
|
closestEntity = *it;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return closestEntity;
|
||||||
|
}
|
||||||
|
|
||||||
|
Entity* InteractionComponent::findClosestEntityDown(std::vector<Entity*>& entities, TransformComponent& interactorT)
|
||||||
|
{
|
||||||
|
Entity* closestEntity = nullptr;
|
||||||
|
float closestDistance = std::numeric_limits<float>::max();
|
||||||
|
|
||||||
|
for(auto it = entities.begin(); it != entities.end(); it++)
|
||||||
|
{
|
||||||
|
auto& entityT = (*it)->getComponent<TransformComponent>();
|
||||||
|
if(entityT.position.y > interactorT.position.y || !isEntityCloseEnoughDown(interactorT.position, entityT.position, interactorT.height))
|
||||||
|
{
|
||||||
|
it = entities.erase(it);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
float distance = calculateDistance(interactorT.position, entityT.position);
|
||||||
|
|
||||||
|
if (distance < closestDistance)
|
||||||
|
{
|
||||||
|
closestDistance = distance;
|
||||||
|
closestEntity = *it;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return closestEntity;
|
||||||
|
}
|
||||||
|
|
||||||
|
float InteractionComponent::calculateDistance(Vector2D iPos, Vector2D ePos)
|
||||||
|
{
|
||||||
|
return std::abs(ePos.x - iPos.x) + std::abs(ePos.y - iPos.y);
|
||||||
|
}
|
||||||
|
|
||||||
bool InteractionComponent::isEntityCloseEnoughRight(Vector2D iPos, Vector2D ePos, int iWidth)
|
bool InteractionComponent::isEntityCloseEnoughRight(Vector2D iPos, Vector2D ePos, int iWidth)
|
||||||
{
|
{
|
||||||
if(ePos.x > ((int)iPos.x + (iWidth + reach)))
|
if(ePos.x > ((int)iPos.x + (iWidth + reach)))
|
||||||
@ -113,7 +218,7 @@ bool InteractionComponent::isEntityCloseEnoughUp(Vector2D iPos, Vector2D ePos, i
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool InteractionComponent::isEntityCloseEnoughDown(Entity* i, Entity* e)
|
bool InteractionComponent::isEntityCloseEnoughDown(Vector2D iPos, Vector2D ePos, int iHeight)
|
||||||
{
|
{
|
||||||
if(ePos.y > ((int)iPos.y + (iHeight + reach)))
|
if(ePos.y > ((int)iPos.y + (iHeight + reach)))
|
||||||
{
|
{
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user