player bounding box almost there

This commit is contained in:
Andrew Haynes Macbook
2026-01-23 09:22:39 -05:00
parent 06d3f27b1e
commit a3589fd93d
12 changed files with 679 additions and 490 deletions
+14 -8
View File
@@ -10,8 +10,7 @@
#define DEFAULT 1
#define PLATFORM1 2
#define CHECKERED 3
#include "globals.hpp"
#define BASE 4
#include <SFML/Graphics/Color.hpp>
#include <SFML/System/Vector2.hpp>
@@ -19,7 +18,10 @@
#include <string>
#include <vector>
struct ObjectData {
#include "globals.hpp"
struct ObjectData
{
sf::Vector2<float> size { TILESIZE, TILESIZE };
sf::Vector2<float> pos { TILESIZE, TILESIZE };
sf::Color interior_color { sf::Color::Black };
@@ -27,20 +29,24 @@ struct ObjectData {
float edge { -2.0f };
};
struct EntityData : ObjectData {
struct EntityData : ObjectData
{
sf::Vector2<float> velocity { 0, 0 };
};
struct PlayerData : EntityData {
float dash_length { 0.0f };
struct PlayerData : EntityData
{
float max_dash_acceleration { 0.0f };
float max_vertical_acceleration { 0.0f };
};
struct LevelData {
struct LevelData
{
std::array<std::array<char, MAX_COLS>, MAX_ROWS> data {};
};
struct TimerData {
struct TimerData
{
std::string name { "NULL" };
float max_time { 1.f };
};
+68 -43
View File
@@ -1,63 +1,88 @@
#ifndef PLAYER_HPP
#define PLAYER_HPP
#include <SFML/Graphics/CircleShape.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/System/Vector2.hpp>
#include <memory>
#include "data.hpp"
#include "globals.hpp"
#include "scheduler.hpp"
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/CircleShape.hpp>
enum class CollisionDir { None, Left, Right, Top, Bottom };
enum class CollisionDir
{
None,
Left,
Right,
Top,
Bottom
};
class Entity;
class Object;
class Player;
class Object {
public:
Object(ObjectData data);
CollisionDir find_intersection(Object& entity);
sf::RectangleShape rect;
class Object
{
public:
Object(ObjectData data);
CollisionDir find_intersection(Object& entity);
float find_horizontal_difference_from_interesection(Object& entity);
sf::RectangleShape rect;
};
class Entity : public Object {
public:
Entity(EntityData data) : Object(data), _velocity(data.velocity) {};
void set_velocity(sf::Vector2f velocity);
void set_velocity_x(int velocity);
void set_velocity_y(int velocity);
sf::Vector2<float> get_velocity();
class Entity : public Object
{
public:
Entity(EntityData data) : Object(data), _velocity(data.velocity) {};
void set_velocity(sf::Vector2f velocity);
void set_velocity_x(int velocity);
void set_velocity_y(int velocity);
sf::Vector2<float> get_velocity();
protected:
sf::Vector2f _velocity;
protected:
sf::Vector2f _velocity;
};
class Player : public Entity {
public:
Player(PlayerData data, float gravity) : Entity(data), dash_length(data.dash_length), max_vertical_acceleration(data.max_vertical_acceleration), gravity(gravity) {};
float max_vertical_acceleration;
float dash_length;
float gravity;
bool m_jumping { false };
bool m_dash { false };
sf::RectangleShape bounding_box { { 0, 100 } };
void initialize_bounding_box();
void update_bounding_box();
void check_bounding_box(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS> wall_list);
void handle_movment(Timer& dash);
void handle_gravity();
bool get_jumping();
void horizontal_no_out_of_bounds();
void vertical_no_out_of_bounds(Entity& base);
bool get_horizontal_collision(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
bool get_vertical_top_collision(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
bool get_vertical_bottom_collision(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
class Player : public Entity
{
public:
Player(PlayerData data, float gravity)
: Entity(data),
max_dash_acceleration(data.max_vertical_acceleration),
max_vertical_acceleration(data.max_vertical_acceleration),
gravity(gravity), _min_velocity(data.velocity) {};
float max_vertical_acceleration;
float max_dash_acceleration;
float gravity;
bool m_jumping { false };
std::unique_ptr<Object> bounding_box;
void initialize_bounding_box();
void update_bounding_box();
int check_bounding_box(
std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
void handle_movment(Timer& dash);
void handle_gravity();
bool get_jumping();
void horizontal_no_out_of_bounds();
void vertical_no_out_of_bounds(Entity& base);
bool get_horizontal_collision(
std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
bool get_vertical_top_collision(
std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
bool get_vertical_bottom_collision(
std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
private:
bool get_vertical_bottom_collision_by_offset(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
sf::Vector2f _min_velocity { 0, 0 };
private:
sf::Vector2f _min_velocity { 0, 0 };
std::string direction;
};
float
total_distance(int k);
float
distance_to_acceleration(int target);
#endif
+11 -8
View File
@@ -1,24 +1,27 @@
#ifndef MAPS_HPP
#define MAPS_HPP
#include <SFML/Graphics/RenderWindow.hpp>
#include <array>
#include <memory>
#include "data.hpp"
#include "elements.hpp"
#include "globals.hpp"
#include <SFML/Graphics/RenderWindow.hpp>
#include <array>
class Manager {
public:
class Manager
{
public:
void clear();
void load(const std::array<std::array<char, MAX_COLS>, MAX_ROWS> map_data);
void load(LevelData level);
void draw(sf::RenderWindow& window);
void set_next();
void set_previous();
int get_active();
void set_active(int level);
std::array<std::array<Object*, MAX_COLS>, MAX_ROWS> wall_list = {};
std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS> tilemap = {};
private:
private:
int _active = 1;
};
+2 -1
View File
@@ -3,6 +3,7 @@
#include <ctime>
#include <string>
#include <atomic>
#include <vector>
#include "data.hpp"
@@ -24,7 +25,7 @@ private:
struct Scheduler {
Scheduler();
std::vector<Timer> timers;
void update(bool& running);
void update(std::atomic<bool>& running);
int pull(std::string name);
};