i finally got aabb collision to work properly
This commit is contained in:
@@ -6,7 +6,6 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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project(SFML_game_engine)
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include_directories(include)
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set(SOURCES
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src/main.cpp
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src/elements.cpp
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@@ -23,7 +22,6 @@ FetchContent_Declare(SFML
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FetchContent_MakeAvailable(SFML)
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add_executable(SFML_game_engine ${SOURCES})
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target_link_libraries(SFML_game_engine
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PRIVATE
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SFML::Graphics
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@@ -4,6 +4,7 @@
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/System/Vector2.hpp>
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#include "globals.hpp"
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enum class CollisionDir { None, Left, Right, Top, Bottom };
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class Entity {
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@@ -31,6 +32,10 @@ public:
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bool m_jumping;
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void handle_movment();
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bool get_jumping();
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void horizontal_no_out_of_bounds(Entity &base);
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void vertical_no_out_of_bounds(Entity &base);
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bool vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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bool vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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};
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#endif
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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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+24
-69
@@ -12,18 +12,12 @@
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#include <SFML/Window/Keyboard.hpp>
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#include <cstdlib>
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#include <string>
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#include <ranges>
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#include <iostream>
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#include "globals.hpp"
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#include "elements.hpp"
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#include "maps.hpp"
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#ifdef __APPLE__
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sf::Font font("/Users/andrewhaynes/personal/Projects/CPP/SFML_game_engine/assets/pixel.ttf");
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#endif
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#ifdef __linux__
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sf::Font font("/home/andrew/personal/Projects/CPP/SFML_game_engine/assets/pixel.ttf");
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#endif
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int main() {
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Entity *wall_list[MAX_ROWS][MAX_COLS] = {};
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struct {
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@@ -56,21 +50,19 @@ int main() {
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float border_size { -1.0f };
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} simulated_data;
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for(int i = 0; i < MAX_ROWS; i++) {
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for(int j = 0; j < MAX_COLS; j++) {
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if(map_data[i][j]) {
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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(map_data[i][j] != 1) continue;
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wall_list[i][j] = new Entity { tile_data.size, tile_data.pos, tile_data.velocity, tile_data.border_size, sf::Color::Black };
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}
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}
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}
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for(int i = 0; i < MAX_ROWS; i++) {
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for(int j = 0; j < MAX_COLS; j++) {
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if(wall_list[i][j] != nullptr) {
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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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wall_list[i][j]->rect.setPosition({ (j * tile_data.size.x), (i * tile_data.size.y) });
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}
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}
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}
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Player player {
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player_data.size, player_data.pos, player_data.velocity,
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@@ -83,6 +75,13 @@ int main() {
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sf::RenderWindow window(sf::VideoMode({WIDTH, HEIGHT}), "SFML window", sf::Style::Default);
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window.setFramerateLimit(60);
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#ifdef __APPLE__
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sf::Font font("/Users/andrewhaynes/personal/Projects/CPP/SFML_game_engine/assets/pixel.ttf");
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#endif
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#ifdef __linux__
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sf::Font font("/home/andrew/personal/Projects/CPP/SFML_game_engine/assets/pixel.ttf");
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#endif
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sf::Text text(font, "0, 0", 16);
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text.setPosition({ WIDTH - (TILESIZE * 11.5), HEIGHT - (int)(TILESIZE / 1.5)});
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@@ -99,8 +98,8 @@ int main() {
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}
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player.handle_movment();
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for(int i = 0; i < MAX_ROWS; i++) {
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for(int j = 0; j < MAX_COLS; j++) {
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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 = wall_list[i][j]->find_intersection(player);
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if(collision == CollisionDir::None) continue;
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@@ -117,59 +116,15 @@ int main() {
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}
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player.set_velocity_y(player.get_velocity().y + player.m_acceleration);
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player.rect.move({0, player.get_velocity().y});
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for(int i = 0; i < MAX_ROWS; i++) {
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for(int j = 0; j < MAX_COLS; j++) {
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if(wall_list[i][j] == nullptr) continue;
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auto collision = player.find_intersection(*wall_list[i][j]);
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if(collision == CollisionDir::None) continue;
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switch (collision) {
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case CollisionDir::Bottom:
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player.rect.setPosition({ player.rect.getPosition().x, wall_list[i][j]->rect.getPosition().y - player.rect.getSize().y });
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player.set_velocity_y(0);
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break;
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default: break;
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}
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}
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}
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// for(int i = 0; i < MAX_ROWS; i++) {
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// for(int j = 0; j < MAX_COLS; j++) {
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// if(wall_list[i][j] == nullptr) continue;
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// auto collision = player.find_intersection(*wall_list[i][j]);
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// // auto collision = wall_list[i][j]->find_intersection(player);
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// if(collision == CollisionDir::None) continue;
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// switch (collision) {
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// case CollisionDir::Bottom:
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// player.rect.setPosition({ player.rect.getPosition().x, wall_list[i][j]->rect.getPosition().y - player.rect.getSize().y });
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// player.set_velocity_y(0);
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// break;
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// // case CollisionDir::Top:
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// // player.rect.setPosition({ player.rect.getPosition().x, wall_list[i][j]->rect.getPosition().y + player.rect.getOutlineThickness()});
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// // player.set_velocity_y(0);
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// // std::cout << "Collision top\n";
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// // player.rect.setPosition({ player.rect.getPosition().x, wall_list[i][j]->rect.getPosition().y + player.rect.getSize().y });
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// // player.set_velocity_y(0);
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// break;
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// default: break;
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// }
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// }
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// }
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float groundY = line.rect.getPosition().y - line.rect.getSize().y - player.rect.getSize().y - line_data.border_size - player_data.border_size;
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if (player.rect.getPosition().y >= groundY) {
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player.rect.setPosition({player.rect.getPosition().x, groundY});
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player.set_velocity_y(0);
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player.m_jumping = false;
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}
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float right_border = WIDTH - player.rect.getSize().x;
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if(player.rect.getPosition().x > right_border) {
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player.rect.setPosition({ right_border, player.rect.getPosition().y});
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}
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if(player.rect.getPosition().x < std::abs(player.rect.getOutlineThickness())) {
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player.rect.setPosition({ 0, player.rect.getPosition().y});
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if(!player.vertical_bottom_collision(wall_list)) {
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player.vertical_top_collision(wall_list);
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}
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player.vertical_no_out_of_bounds(line);
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player.horizontal_no_out_of_bounds(line);
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for(int i = 0; i < MAX_ROWS; i++) {
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for(int j = 0; j < MAX_COLS; j++) {
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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) {
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window.draw(wall_list[i][j]->rect);
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}
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@@ -180,8 +135,8 @@ int main() {
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window.draw(text);
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window.display();
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}
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for(int i = 0; i < MAX_ROWS; i++) {
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for(int j = 0; j < MAX_COLS; j++) {
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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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delete wall_list[i][j];
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}
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}
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