added collisions
This commit is contained in:
+10
-12
@@ -1,36 +1,34 @@
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#ifndef PLAYER_HPP
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#define PLAYER_HPP
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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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enum class CollisionDir { None, Left, Right, Top, Bottom };
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class Entity {
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public:
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Entity(sf::Vector2<float> size, sf::Vector2<float> starting_position, float thickness, sf::Color inside_color, sf::Color border_color);
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bool find_intersection(Entity &entity);
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Entity(sf::Vector2<float> size, sf::Vector2<float> starting_position, sf::Vector2f initial_velocity, float thickness, sf::Color inside_color, sf::Color border_color = sf::Color::White);
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CollisionDir find_intersection(Entity &entity);
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sf::Vector2f velocity;
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sf::RectangleShape rect;
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protected:
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sf::Color inside_color;
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sf::Color border_color;
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float top_left;
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float bottom_left;
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float top_right;
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float bottom_right;
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float border_thickness;
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sf::Color _inside_color;
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sf::Color _border_color;
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float _border_thickness;
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};
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class Player : public Entity {
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public:
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Player(sf::Vector2<float> size, sf::Vector2<float> starting_position, float acceleration, float initial_acceleration, float thickness, float velocity_x, sf::Color inside_color, sf::Color border_color);
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sf::Vector2<float> m_velocity;
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Player(sf::Vector2<float> size, sf::Vector2<float> starting_position, float acceleration, float initial_acceleration, float thickness, sf::Vector2f initial_velocity, sf::Color inside_color, sf::Color border_color = sf::Color::White);
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float m_acceleration;
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float m_jump_strength;
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bool m_jumping;
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void handle_movment();
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sf::Vector2<float> get_velocity();
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bool get_jumping();
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};
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#endif
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+2
-2
@@ -1,5 +1,5 @@
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#ifndef GLOBALS_HPP
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#define GLOBALS_HPP
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#define WIDTH 600
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#define HEIGHT 400
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#define WIDTH 608
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#define HEIGHT 416
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#endif
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+37
-7
@@ -1,4 +1,6 @@
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#include "elements.hpp"
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#include <SFML/Graphics/Rect.hpp>
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#include <iostream>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/System/Vector2.hpp>
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@@ -13,26 +15,54 @@
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* */
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Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> starting_position, float thickness, sf::Color inside_color, sf::Color border_color) {
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// CollisionDir Entity::getCollisionDirection(const sf::FloatRect& a, const sf::FloatRect& b) {
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Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> starting_position, sf::Vector2f initial_velocity, float thickness, sf::Color inside_color, sf::Color border_color) {
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rect.setSize(size);
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rect.setPosition(starting_position);
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rect.setOutlineThickness(thickness); // Needs to be the same as floor height to be properly on the line; else it will just show up above the line or in the line
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rect.setFillColor(inside_color);
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rect.setOutlineColor(border_color);
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velocity = initial_velocity;
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}
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Player::Player(sf::Vector2<float> size, sf::Vector2<float> starting_position, float acceleration, float initial_acceleration, float thickness, float velocity_x, sf::Color inside_color, sf::Color border_color) : Entity(size, starting_position, thickness, inside_color, border_color) {
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CollisionDir Entity::find_intersection(Entity &entity) {
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sf::FloatRect a = rect.getGlobalBounds();
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sf::FloatRect b = entity.rect.getGlobalBounds();
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auto inter = a.findIntersection(b);
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if (!inter) {
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return CollisionDir::None;
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}
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const auto overlap = *inter;
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float overlapW = overlap.size.x;
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float overlapH = overlap.size.y;
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// Compare which axis overlap is smaller
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if (overlapW < overlapH) {
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// Horizontal collision
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return (a.position.x < b.position.x)
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? CollisionDir::Right // a hit b from the left side
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: CollisionDir::Left; // a hit b from the right side
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} else {
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// Vertical collision
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return (a.position.y < b.position.y)
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? CollisionDir::Bottom // a hit b from above
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: CollisionDir::Top; // a hit b from below
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}
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}
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Player::Player(sf::Vector2<float> size, sf::Vector2<float> starting_position, float acceleration, float initial_acceleration, float thickness, sf::Vector2f initial_velocity, sf::Color inside_color, sf::Color border_color) : Entity(size, starting_position, initial_velocity, thickness, inside_color, border_color) {
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m_acceleration = acceleration;
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m_jump_strength = initial_acceleration;
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m_velocity.x = velocity_x;
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}
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void Player::handle_movment() {
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) {
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rect.move({m_velocity.x, 0});
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rect.move({velocity.x, 0});
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} if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
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rect.move({-m_velocity.x, 0});
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rect.move({-velocity.x, 0});
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}
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// if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) {
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// rect.move({0, -2.5});
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@@ -41,7 +71,7 @@ void Player::handle_movment() {
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// }
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space) && !m_jumping) {
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m_jumping = true;
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m_velocity.y = -m_jump_strength; // push up
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velocity.y = -m_jump_strength; // push up
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}
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}
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+88
-64
@@ -8,39 +8,54 @@
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <iostream>
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#include <vector>
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#include "globals.hpp"
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#include "elements.hpp"
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int main() {
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int map = [[]];
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struct {
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sf::Vector2<float> size { 16.0f, 16.0f };
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sf::Vector2<float> pos { 40, 40 };
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float acceleration { 1.0f };
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float max_velocity_y { 20.0f };
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float border_size { 1.0f };
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sf::Vector2f velocity { 4.0f, 0 };
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} player_data;
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struct {
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sf::Vector2f size { 32.0f, 32.0f };
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sf::Vector2f pos { 0, 0 };
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sf::Vector2f velocity { 0, 0 };
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float border_size { 2.0f };
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} tile_data;
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struct {
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} simulated_object_data;
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std::vector<Entity> wall_list = {};
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for(int i = 0; i < 19; i++) {
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wall_list.push_back(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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for(int i = 0; i < wall_list.size(); i++) {
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wall_list[i].rect.setPosition({ (i * tile_data.size.x), tile_data.border_size });
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}
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float floor_height = 2.0f;
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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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struct {
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sf::Vector2<float> size = { 16.0f, 16.0f };
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sf::Vector2<float> pos = { 40, 40 };
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float acceleration = 1.0f;
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float max_velocity_y = 20.0f;
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float border_size = 2.0f;
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float velocity_x = 4.0f;
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} player_data;
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Player player {
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player_data.size, player_data.pos, player_data.acceleration,
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player_data.max_velocity_y, player_data.border_size, player_data.velocity_x,
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sf::Color::Black, sf::Color::White
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player_data.max_velocity_y, player_data.border_size, player_data.velocity,
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sf::Color::Black
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};
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sf::RectangleShape line({ WIDTH, floor_height });
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line.setPosition({ 0, HEIGHT - 50});
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Entity line { { WIDTH, floor_height }, { 0, HEIGHT - 50 }, { 0, 0 }, 1.0f, sf::Color::White };
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// sf::RectangleShape line({ WIDTH, floor_height });
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// line.setPosition({ 0, HEIGHT - 50});
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sf::RectangleShape rect({ 4, 4 });
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rect.setFillColor(sf::Color::Black);
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rect.setOutlineColor(sf::Color::White);
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rect.setOutlineThickness(2.0f);
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rect.setPosition({ 40, 40 });
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// float vel_x = 3.0f;
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float vel_y = -20.0f;
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Entity test_square { { 8, 8 }, { 100, 40 }, { 0, 0 }, 1.0f, sf::Color::Black };
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while (window.isOpen()) {
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window.clear(sf::Color::Black);
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@@ -48,23 +63,35 @@ int main() {
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if (event->is<sf::Event::Closed>())
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window.close();
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space)) {
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vel_y = -10;
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape)) {
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window.close();
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}
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// FOR TESTING
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space)) {
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if(test_square.rect.getPosition().x < 30) {
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test_square.velocity = { 20, 0 };
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}
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if(test_square.rect.getPosition().x > WIDTH - 30) {
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test_square.velocity = { -20, 0 };
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}
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}
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player.handle_movment();
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player.m_velocity.y += player.m_acceleration; // always apply gravity
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player.rect.move({0, player.m_velocity.y});
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player.velocity.y += player.m_acceleration;
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player.rect.move({0, player.velocity.y});
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vel_y += 1.0f;
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rect.move({ 0, vel_y });
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test_square.velocity.y++;
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if(test_square.velocity.x > 0) {
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test_square.velocity.x--;
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}
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if(test_square.velocity.x < 0) {
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test_square.velocity.x++;
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}
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test_square.rect.move({ test_square.velocity.x, test_square.velocity.y });
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float groundY = line.getPosition().y - floor_height - player.rect.getSize().x;
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float groundY = line.rect.getPosition().y - floor_height - player.rect.getSize().x;
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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.m_velocity.y = 0;
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player.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 - player.rect.getOutlineThickness();
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@@ -74,47 +101,44 @@ int main() {
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if(player.rect.getPosition().x < player.rect.getOutlineThickness()) {
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player.rect.setPosition({ player.rect.getOutlineThickness(), player.rect.getPosition().y});
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}
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// if(rect.getGlobalBounds().findIntersection(player.rect.getGlobalBounds())) {
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// vel_y = -20.0f;
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// // vel_y = -20.0f;
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// }
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// if(rect.getGlobalBounds().findIntersection(player.rect.getGlobalBounds())) {
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// if()
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float right_border_rect = WIDTH - test_square.rect.getSize().x - test_square.rect.getOutlineThickness();
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float groundY_rect = line.rect.getPosition().y - floor_height - (test_square.rect.getSize().y);
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if(test_square.rect.getPosition().x > right_border_rect) {
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test_square.rect.setPosition({ right_border_rect, test_square.rect.getPosition().y });
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test_square.velocity = { -20, 0 };
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}
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if(test_square.rect.getPosition().x < test_square.rect.getOutlineThickness()) {
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test_square.rect.setPosition({ test_square.rect.getOutlineThickness(), test_square.rect.getPosition().y });
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test_square.velocity = { 20, 0 };
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}
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if(test_square.rect.getPosition().y >= groundY_rect) {
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test_square.rect.setPosition({ test_square.rect.getPosition().x, groundY_rect });
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}
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auto collision = player.find_intersection(test_square);
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float groundY_rect = line.getPosition().y - floor_height - (rect.getSize().y);
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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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switch (collision) {
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case CollisionDir::Top:
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test_square.velocity = { 0, -20 };
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break;
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case CollisionDir::Bottom:
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test_square.velocity = { 0, -20 };
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break;
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case CollisionDir::Left:
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test_square.velocity = { -20, 0 };
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break;
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case CollisionDir::Right:
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test_square.velocity = { 20, 0 };
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break;
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default: break;
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}
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if(rect.getPosition().x < rect.getPosition().x + rect.getOutlineThickness()) {
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rect.setPosition({ rect.getOutlineThickness(), rect.getPosition().y });
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for(int i = 0; i < wall_list.size(); i++) {
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window.draw(wall_list[i].rect);
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}
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if(rect.getPosition().y >= groundY_rect) {
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rect.setPosition({ rect.getPosition().x, groundY_rect });
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vel_y = 0;
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}
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//
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// auto playerBounds = player.rect.getGlobalBounds();
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// auto rectBounds = rect.getGlobalBounds();
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//
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// // Create debug rectangles
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// sf::RectangleShape playerBox(playerBounds.size);
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// playerBox.setPosition(playerBounds.position);
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// playerBox.setFillColor(sf::Color::Transparent);
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// playerBox.setOutlineColor(sf::Color::Red);
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// playerBox.setOutlineThickness(1.0f);
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//
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// sf::RectangleShape rectBox(rectBounds.size);
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// rectBox.setPosition(rectBounds.position);
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// rectBox.setFillColor(sf::Color::Transparent);
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// rectBox.setOutlineColor(sf::Color::Red);
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// rectBox.setOutlineThickness(1.0f);
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//
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// window.draw(playerBox);
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// window.draw(rectBox);
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window.draw(rect);
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window.draw(player.rect);
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window.draw(line);
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window.draw(test_square.rect);
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window.draw(line.rect);
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window.display();
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}
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}
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