i finally got aabb collision to work properly
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@@ -1,8 +1,10 @@
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#include "elements.hpp"
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#include "globals.hpp"
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <ranges>
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Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, sf::Color inside_color, sf::Color border_color) {
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rect.setSize(size);
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@@ -73,3 +75,55 @@ void Player::handle_movment() {
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}
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}
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void Player::horizontal_no_out_of_bounds(Entity &base) {
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float right_border = WIDTH - rect.getSize().x;
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if(rect.getPosition().x > right_border) {
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rect.setPosition({ right_border, rect.getPosition().y});
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}
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if(rect.getPosition().x < std::abs(rect.getOutlineThickness())) {
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rect.setPosition({ 0, rect.getPosition().y});
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}
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}
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void Player::vertical_no_out_of_bounds(Entity &base) {
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float groundY = base.rect.getPosition().y - base.rect.getSize().y - rect.getSize().y - base.rect.getOutlineThickness() - rect.getOutlineThickness();
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if (rect.getPosition().y >= groundY) {
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rect.setPosition({rect.getPosition().x, groundY});
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set_velocity_y(0);
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m_jumping = false;
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}
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}
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bool Player::vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
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for(int i : std::views::iota(0, MAX_ROWS)) {
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for(int j : std::views::iota(0, MAX_COLS)) {
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if(wall_list[i][j] == nullptr) continue;
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auto collision = find_intersection(*wall_list[i][j]);
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if(collision == CollisionDir::None) continue;
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if(collision == CollisionDir::Top) {
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rect.setPosition({ rect.getPosition().x, wall_list[i][j]->rect.getSize().y + wall_list[i][j]->rect.getPosition().y + rect.getOutlineThickness()});
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set_velocity_y(0);
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return true;
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}
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}
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}
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return false;
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}
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bool Player::vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
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for(int i : std::views::iota(0, MAX_ROWS)) {
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for(int j : std::views::iota(0, MAX_COLS)) {
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if(wall_list[i][j] == nullptr) continue;
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auto collision = find_intersection(*wall_list[i][j]);
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if(collision == CollisionDir::None) continue;
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if(collision == CollisionDir::Bottom && get_velocity().y > 0) {
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rect.setPosition({ rect.getPosition().x, wall_list[i][j]->rect.getPosition().y - rect.getSize().y });
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m_jumping = false;
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set_velocity_y(0);
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return true;
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}
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}
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}
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return false;
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}
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