I need to change my collision and movement physics engine entirely
This commit is contained in:
+14
-14
@@ -13,7 +13,6 @@
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <array>
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#include <string>
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#include <vector>
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@@ -21,34 +20,35 @@
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struct ObjectData
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{
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sf::Vector2<float> size { TILESIZE, TILESIZE };
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sf::Vector2<float> pos { TILESIZE, TILESIZE };
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sf::Color interior_color { sf::Color::Black };
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sf::Color exterior_color { sf::Color::White };
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float edge { -2.0f };
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const sf::Vector2<float> size { TILESIZE, TILESIZE };
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const sf::Vector2<float> pos { TILESIZE, TILESIZE };
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const sf::Color interior_color { sf::Color::Black };
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const sf::Color exterior_color { sf::Color::White };
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const float edge { -2.0f };
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};
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struct EntityData : ObjectData
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struct EntityData
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{
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sf::Vector2<float> velocity { 0, 0 };
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ObjectData object;
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const sf::Vector2<float> velocity { 0, 0 };
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};
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struct PlayerData : EntityData
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struct PlayerData
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{
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float max_dash_acceleration { 0.0f };
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float max_vertical_acceleration { 0.0f };
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EntityData entity;
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const float max_dash_acceleration { 0.0f };
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const float max_vertical_acceleration { 0.0f };
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};
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struct LevelData
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{
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// std::array<std::array<char, MAX_COLS>, MAX_ROWS> data {};
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const char data[MAX_ROWS][MAX_COLS + 1];
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};
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struct TimerData
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{
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std::string name { "NULL" };
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float max_time { 1.f };
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const std::string name { "NULL" };
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const float max_time { 1.f };
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};
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extern const std::vector<ObjectData> object_data;
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+37
-30
@@ -13,63 +13,70 @@
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#include "globals.hpp"
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#include "scheduler.hpp"
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float
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total_distance(int k);
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float const
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distance_to_acceleration(int target);
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struct Object;
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class Entity;
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class Object;
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class Player;
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class Object
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struct Object
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{
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public:
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Object(ObjectData data);
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Object(ObjectData data)
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{
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rect.setSize(data.size);
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rect.setPosition(data.pos);
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rect.setOutlineThickness(data.edge);
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rect.setFillColor(data.interior_color);
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rect.setOutlineColor(data.exterior_color);
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};
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sf::RectangleShape rect;
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};
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class Entity : public Object
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{
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public:
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Entity(EntityData data) : Object(data), _velocity(data.velocity) {};
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public:
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Entity(EntityData data) : Object(data.object), _velocity(data.velocity) {};
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void set_velocity(sf::Vector2f velocity);
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void set_velocity_x(int velocity);
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void set_velocity_y(int velocity);
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sf::Vector2<float> get_velocity();
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const sf::Vector2<float> get_velocity();
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protected:
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protected:
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sf::Vector2f _velocity;
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};
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class Player : public Entity
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{
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public:
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Player(PlayerData data, float gravity)
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: Entity(data),
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max_dash_acceleration(data.max_vertical_acceleration),
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max_vertical_acceleration(data.max_vertical_acceleration),
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gravity(gravity) {};
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public:
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Player(PlayerData data)
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: Entity(data.entity),
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max_dash_acceleration(data.max_dash_acceleration),
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max_vertical_acceleration(data.max_vertical_acceleration)
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{
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bounding_box.rect.setSize(
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{ total_distance(max_dash_acceleration),
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data.entity.object.size.y });
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};
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Object bounding_box { object_data[1] };
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float max_vertical_acceleration;
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float max_dash_acceleration;
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float gravity;
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bool m_jumping { false };
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void handle_movment(Timer& dash,
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std::array<std::array<std::unique_ptr<Object>, 19>, 13>& tilemap);
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void handle_bounding_box(std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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void handle_movment(std::optional<Timer*> dash);
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void handle_gravity();
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bool get_jumping();
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void horizontal_no_out_of_bounds();
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void vertical_no_out_of_bounds();
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bool get_horizontal_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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bool get_vertical_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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// bool get_vertical_bottom_collision(
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// std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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private:
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std::string direction;
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private:
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std::string direction { "left" };
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};
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float
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total_distance(int k);
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float
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distance_to_acceleration(int target);
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#endif
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+2
-2
@@ -14,11 +14,11 @@ class Manager
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public:
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void clear();
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void load(LevelData level);
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void draw(sf::RenderWindow& window);
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const void draw(sf::RenderWindow& window);
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void set_next();
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void set_previous();
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int get_active();
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void set_active(int level);
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const int get_active();
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS> tilemap = {};
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private:
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@@ -2,6 +2,7 @@
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#define SCHEDULER_HPP
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#include <ctime>
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#include <optional>
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#include <string>
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#include <atomic>
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#include <vector>
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@@ -26,7 +27,7 @@ struct Scheduler {
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Scheduler();
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std::vector<Timer> timers;
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void update(std::atomic<bool>& running);
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int pull(std::string name);
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std::optional<Timer*> pull(std::string name);
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};
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