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engine/include/elements.hpp
T

90 lines
2.3 KiB
C++

#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"
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);
float find_horizontal_difference_from_interesection(Object& entity);
float 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),
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, std::array<std::array<std::unique_ptr<Object>, 19>, 13> &tilemap);
void handle_gravity();
bool get_jumping();
void horizontal_no_out_of_bounds();
void vertical_no_out_of_bounds();
// 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:
sf::Vector2f _min_velocity { 0, 0 };
std::string direction;
};
float
total_distance(int k);
float
distance_to_acceleration(int target);
#endif