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engine/include/elements.hpp
T

85 lines
2.3 KiB
C++

#ifndef PLAYER_HPP
#define PLAYER_HPP
#include "globals.hpp"
#include "scheduler.hpp"
#include "data.hpp"
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/System/Vector2.hpp>
enum class CollisionDir { None, Left, Right, Top, Bottom };
class Entity;
class Wall;
class Player;
class Wall {
public:
Wall(ObjectData data);
ObjectData data;
sf::Vector2<float> size;
sf::Vector2<float> pos;
sf::Color interior_color;
sf::Color exterior_color;
float edge;
CollisionDir find_intersection(Entity& entity);
sf::RectangleShape rect;
};
class Entity {
public:
Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness,
sf::Color inside_color = sf::Color::Black, sf::Color border_color = sf::Color::White);
CollisionDir find_intersection(Wall& entity);
void set_velocity(sf::Vector2f velocity);
void set_velocity_x(int velocity);
void set_velocity_y(int velocity);
sf::Vector2<float> get_velocity();
sf::RectangleShape rect;
protected:
sf::Vector2f _velocity;
sf::Color _inside_color;
sf::Color _border_color;
float _border_thickness;
};
class Player : public Entity {
public:
Player(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness,
float gravity, float max_acceleration, float dash_distance, sf::Color inside_color,
sf::Color border_color);
float m_acceleration;
float m_jump_strength;
float m_dash_distance;
bool m_jumping;
bool m_dash;
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<Wall*, MAX_COLS>, MAX_ROWS>);
bool get_vertical_top_collision(std::array<std::array<Wall*, MAX_COLS>, MAX_ROWS>);
bool get_vertical_bottom_collision(std::array<std::array<Wall*, 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;
};
struct player_data {
sf::Vector2<float> size { TILESIZE / 2.0f, TILESIZE / 2.0f };
sf::Vector2<float> pos { TILESIZE, TILESIZE };
float max_velocity_y { 15.0f };
float border_size { -1.0f };
float dash_distance { 20.0f };
sf::Vector2f velocity { 3.0f, 0 };
};
#endif