i finally got aabb collision to work properly

This commit is contained in:
DarthMooMancer
2025-10-23 14:32:56 -04:00
parent 5a19d993ed
commit 6410150d25
4 changed files with 85 additions and 73 deletions
+54
View File
@@ -1,8 +1,10 @@
#include "elements.hpp"
#include "globals.hpp"
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Window/Keyboard.hpp>
#include <ranges>
Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, sf::Color inside_color, sf::Color border_color) {
rect.setSize(size);
@@ -73,3 +75,55 @@ void Player::handle_movment() {
}
}
void Player::horizontal_no_out_of_bounds(Entity &base) {
float right_border = WIDTH - rect.getSize().x;
if(rect.getPosition().x > right_border) {
rect.setPosition({ right_border, rect.getPosition().y});
}
if(rect.getPosition().x < std::abs(rect.getOutlineThickness())) {
rect.setPosition({ 0, rect.getPosition().y});
}
}
void Player::vertical_no_out_of_bounds(Entity &base) {
float groundY = base.rect.getPosition().y - base.rect.getSize().y - rect.getSize().y - base.rect.getOutlineThickness() - rect.getOutlineThickness();
if (rect.getPosition().y >= groundY) {
rect.setPosition({rect.getPosition().x, groundY});
set_velocity_y(0);
m_jumping = false;
}
}
bool Player::vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
for(int i : std::views::iota(0, MAX_ROWS)) {
for(int j : std::views::iota(0, MAX_COLS)) {
if(wall_list[i][j] == nullptr) continue;
auto collision = find_intersection(*wall_list[i][j]);
if(collision == CollisionDir::None) continue;
if(collision == CollisionDir::Top) {
rect.setPosition({ rect.getPosition().x, wall_list[i][j]->rect.getSize().y + wall_list[i][j]->rect.getPosition().y + rect.getOutlineThickness()});
set_velocity_y(0);
return true;
}
}
}
return false;
}
bool Player::vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
for(int i : std::views::iota(0, MAX_ROWS)) {
for(int j : std::views::iota(0, MAX_COLS)) {
if(wall_list[i][j] == nullptr) continue;
auto collision = find_intersection(*wall_list[i][j]);
if(collision == CollisionDir::None) continue;
if(collision == CollisionDir::Bottom && get_velocity().y > 0) {
rect.setPosition({ rect.getPosition().x, wall_list[i][j]->rect.getPosition().y - rect.getSize().y });
m_jumping = false;
set_velocity_y(0);
return true;
}
}
}
return false;
}