player bounding box almost there
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+68
-43
@@ -1,63 +1,88 @@
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#ifndef PLAYER_HPP
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#define PLAYER_HPP
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#include <SFML/Graphics/CircleShape.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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#include <memory>
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#include "data.hpp"
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#include "globals.hpp"
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#include "scheduler.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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#include <SFML/Graphics/CircleShape.hpp>
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enum class CollisionDir { None, Left, Right, Top, Bottom };
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enum class CollisionDir
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{
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None,
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Left,
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Right,
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Top,
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Bottom
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};
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class Entity;
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class Object;
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class Player;
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class Object {
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public:
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Object(ObjectData data);
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CollisionDir find_intersection(Object& entity);
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sf::RectangleShape rect;
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class Object
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{
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public:
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Object(ObjectData data);
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CollisionDir find_intersection(Object& entity);
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float find_horizontal_difference_from_interesection(Object& entity);
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sf::RectangleShape rect;
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};
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class Entity : public Object {
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public:
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Entity(EntityData data) : Object(data), _velocity(data.velocity) {};
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void set_velocity(sf::Vector2f velocity);
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void set_velocity_x(int velocity);
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void set_velocity_y(int velocity);
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sf::Vector2<float> get_velocity();
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class Entity : public Object
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{
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public:
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Entity(EntityData data) : Object(data), _velocity(data.velocity) {};
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void set_velocity(sf::Vector2f velocity);
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void set_velocity_x(int velocity);
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void set_velocity_y(int velocity);
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sf::Vector2<float> get_velocity();
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protected:
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sf::Vector2f _velocity;
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protected:
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sf::Vector2f _velocity;
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};
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class Player : public Entity {
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public:
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Player(PlayerData data, float gravity) : Entity(data), dash_length(data.dash_length), max_vertical_acceleration(data.max_vertical_acceleration), gravity(gravity) {};
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float max_vertical_acceleration;
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float dash_length;
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float gravity;
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bool m_jumping { false };
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bool m_dash { false };
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sf::RectangleShape bounding_box { { 0, 100 } };
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void initialize_bounding_box();
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void update_bounding_box();
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void check_bounding_box(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS> wall_list);
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void handle_movment(Timer& dash);
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void handle_gravity();
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bool get_jumping();
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void horizontal_no_out_of_bounds();
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void vertical_no_out_of_bounds(Entity& base);
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bool get_horizontal_collision(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_top_collision(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_bottom_collision(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
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class Player : public Entity
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{
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public:
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Player(PlayerData data, float gravity)
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: Entity(data),
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max_dash_acceleration(data.max_vertical_acceleration),
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max_vertical_acceleration(data.max_vertical_acceleration),
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gravity(gravity), _min_velocity(data.velocity) {};
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float max_vertical_acceleration;
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float max_dash_acceleration;
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float gravity;
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bool m_jumping { false };
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std::unique_ptr<Object> bounding_box;
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void initialize_bounding_box();
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void update_bounding_box();
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int check_bounding_box(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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void handle_movment(Timer& dash);
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void handle_gravity();
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bool get_jumping();
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void horizontal_no_out_of_bounds();
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void vertical_no_out_of_bounds(Entity& base);
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bool get_horizontal_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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bool get_vertical_top_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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bool get_vertical_bottom_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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private:
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bool get_vertical_bottom_collision_by_offset(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
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sf::Vector2f _min_velocity { 0, 0 };
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private:
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sf::Vector2f _min_velocity { 0, 0 };
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std::string direction;
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};
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float
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total_distance(int k);
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float
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distance_to_acceleration(int target);
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#endif
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