Files
engine/src/elements.cpp
T
2025-10-26 00:20:21 -04:00

173 lines
5.8 KiB
C++

#include "elements.hpp"
#include "globals.hpp"
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Window/Keyboard.hpp>
#ifdef __APPLE__
#include <range/v3/view/iota.hpp>
#include <range/v3/view/cartesian_product.hpp>
#else
#include <ranges>
#endif
Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, sf::Color inside_color, sf::Color border_color) {
rect.setSize(size);
rect.setPosition(pos);
rect.setOutlineThickness(border_thickness);
rect.setFillColor(inside_color);
rect.setOutlineColor(border_color);
_velocity = velocity;
}
void Entity::set_velocity(sf::Vector2<float> velocity) {
_velocity = velocity;
}
void Entity::set_velocity_x(int velocity) {
_velocity.x = velocity;
}
void Entity::set_velocity_y(int velocity) {
_velocity.y = velocity;
}
sf::Vector2<float> Entity::get_velocity() {
return _velocity;
}
CollisionDir Entity::find_intersection(Entity &entity) {
sf::FloatRect a = rect.getGlobalBounds();
sf::FloatRect b = entity.rect.getGlobalBounds();
auto inter = a.findIntersection(b);
if (!inter) {
return CollisionDir::None;
}
const auto overlap = *inter;
float overlapW = overlap.size.x;
float overlapH = overlap.size.y;
// Compare which axis overlap is smaller
if (overlapW < overlapH) {
// Horizontal collision
return (a.position.x < b.position.x)
? CollisionDir::Right // a hit b from the left side
: CollisionDir::Left; // a hit b from the right side
} else {
return (a.position.y < b.position.y)
? CollisionDir::Bottom
: CollisionDir::Top;
}
}
Player::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) : Entity(size, pos, velocity, border_thickness, inside_color, border_color) {
_min_velocity = velocity;
m_acceleration = gravity;
m_jump_strength = max_acceleration;
m_dash_distance = dash_distance;
m_jumping = m_dash = false;
}
void Player::handle_movment() {
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) {
rect.move({_velocity.x, 0});
} if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
rect.move({-_velocity.x, 0});
} if(timers.dash_cooldown <= 0) {
m_dash = false;
} if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W) && !m_dash && timers.dash_cooldown <= 0) {
m_dash = true;
_velocity.x = m_dash_distance;
timers.dash_cooldown = timers.dash_cooldown_max;
} if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space) && !m_jumping) {
m_jumping = true;
_velocity.y = -m_jump_strength; // push up
}
}
void Player::handle_gravity() {
if(get_velocity().x > _min_velocity.x) {
set_velocity_x(get_velocity().x - m_acceleration);
}
set_velocity_y(get_velocity().y + m_acceleration);
rect.move({0, get_velocity().y});
}
void Player::horizontal_no_out_of_bounds(Entity &base) {
float right_border = WIDTH - rect.getSize().x;
if(rect.getPosition().x > right_border) {
rect.setPosition({ right_border, rect.getPosition().y});
}
if(rect.getPosition().x < std::abs(rect.getOutlineThickness())) {
rect.setPosition({ 0, rect.getPosition().y});
}
}
void Player::vertical_no_out_of_bounds(Entity &base) {
float groundY = base.rect.getPosition().y - base.rect.getSize().y - rect.getSize().y - base.rect.getOutlineThickness() - rect.getOutlineThickness();
if (rect.getPosition().y >= groundY) {
rect.setPosition({rect.getPosition().x, groundY});
set_velocity_y(0);
m_jumping = false;
}
}
bool Player::get_horizontal_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
#ifdef __APPLE__
for(auto [i, j] : ranges::views::cartesian_product(ranges::views::iota(0, MAX_ROWS), ranges::views::iota(0, MAX_COLS))) {
#else
for(auto [i, j] : std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
#endif
if(wall_list[i][j] == nullptr) continue;
auto collision = wall_list[i][j]->find_intersection(*this);
if(collision == CollisionDir::None) continue;
if(collision == CollisionDir::Left) {
rect.setPosition({ wall_list[i][j]->rect.getPosition().x - rect.getSize().x, rect.getPosition().y });
}
if(collision == CollisionDir::Right) {
rect.setPosition({ wall_list[i][j]->rect.getPosition().x + wall_list[i][j]->rect.getSize().x, rect.getPosition().y });
}
}
return false;
}
bool Player::get_vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
#ifdef __APPLE__
for(auto [i, j] : ranges::views::cartesian_product(ranges::views::iota(0, MAX_ROWS), ranges::views::iota(0, MAX_COLS))) {
#else
for(auto [i, j] : std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
#endif
if(wall_list[i][j] == nullptr) continue;
auto collision = find_intersection(*wall_list[i][j]);
if(collision == CollisionDir::None) continue;
if(collision == CollisionDir::Top) {
rect.setPosition({ rect.getPosition().x, wall_list[i][j]->rect.getSize().y + wall_list[i][j]->rect.getPosition().y + rect.getOutlineThickness()});
set_velocity_y(0);
return true;
}
}
return false;
}
bool Player::get_vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
#ifdef __APPLE__
for(auto [i, j] : ranges::views::cartesian_product(ranges::views::iota(0, MAX_ROWS), ranges::views::iota(0, MAX_COLS))) {
#else
for(auto [i, j] : std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
#endif
if(wall_list[i][j] == nullptr) continue;
auto collision = find_intersection(*wall_list[i][j]);
if(collision == CollisionDir::None) continue;
if(collision == CollisionDir::Bottom && get_velocity().y > 0) {
rect.setPosition({ rect.getPosition().x, wall_list[i][j]->rect.getPosition().y - rect.getSize().y });
m_jumping = false;
set_velocity_y(0);
return true;
}
}
return false;
}