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engine/include/elements.hpp
T

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1.9 KiB
C++

#ifndef PLAYER_HPP
#define PLAYER_HPP
#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 };
class Entity;
class Object;
class Player;
class Object {
public:
Object(ObjectData data);
CollisionDir find_intersection(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();
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>);
private:
bool get_vertical_bottom_collision_by_offset(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
sf::Vector2f _min_velocity { 0, 0 };
};
#endif