optimizing for loops and player collisions

This commit is contained in:
DarthMooMancer
2025-10-23 17:27:04 -04:00
parent 6410150d25
commit 948a08f9d7
3 changed files with 47 additions and 45 deletions
+17 -2
View File
@@ -95,7 +95,22 @@ void Player::vertical_no_out_of_bounds(Entity &base) {
}
}
bool Player::vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
bool Player::get_horizontal_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
for(auto [i, j] : std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
if(wall_list[i][j] == nullptr) continue;
auto collision = wall_list[i][j]->find_intersection(*this);
if(collision == CollisionDir::None) continue;
if(collision == CollisionDir::Left) {
rect.setPosition({ wall_list[i][j]->rect.getPosition().x - rect.getSize().x, rect.getPosition().y });
}
if(collision == CollisionDir::Right) {
rect.setPosition({ wall_list[i][j]->rect.getPosition().x + wall_list[i][j]->rect.getSize().x, rect.getPosition().y });
}
}
return false;
}
bool Player::get_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;
@@ -111,7 +126,7 @@ bool Player::vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
return false;
}
bool Player::vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
bool Player::get_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;