[Added] Start of player class, start of collision detection

This commit is contained in:
Ninjaws
2024-12-10 19:26:48 +01:00
parent 97d93ab113
commit 774dc3806b
18 changed files with 433 additions and 50 deletions
+17 -2
View File
@@ -5,6 +5,9 @@
#include "entities/Background.h"
#include "services/StateService.h"
#include "services/AudioService.h"
#include "services/MapService.h"
#include "services/InputService.h"
#include "entities/Player.h"
class Game
{
@@ -24,6 +27,7 @@ public:
wrappers.push_back(wrapper3);
this->background = Background(wrappers);
this->map = Map();
MapService::getInstance().setMap(this->map);
Vector2 screenSize = StateService::getInstance().getScreenSize();
Camera2D camera = {0};
@@ -33,6 +37,11 @@ public:
camera.zoom = 1.0f;
this->camera = camera;
this->player = Player();
this->player.getTexture().setPosition({200,350});
InputService::getInstance().setKeysToWatch({KEY_SPACE, KEY_A, KEY_D}, {MOUSE_BUTTON_LEFT});
AudioService::getInstance().setMusic(EMusic::GAME);
AudioService::getInstance().playMusic();
}
@@ -42,7 +51,12 @@ public:
void logic()
{
this->camera.offset.x -= 1.5;
// this->camera.offset.x -= 1.5;
this->player.logic();
if(this->player.getTexture().getPosition().x > (StateService::getInstance().getScreenSize().x / 2.0f)) {
this->camera.offset = {(StateService::getInstance().getScreenSize().x / 2.0f) +((StateService::getInstance().getScreenSize().x / 2.0f) - this->player.getTexture().getPosition().x), StateService::getInstance().getScreenSize().y / 2.0f};
}
}
void draw()
@@ -52,6 +66,7 @@ public:
this->background.draw();
this->map.draw();
this->player.draw();
EndMode2D();
EndDrawing();
@@ -61,7 +76,7 @@ private:
Camera2D camera;
Background background;
Map map;
// Player player
Player player;
// std::vector<Enemy> enemies
// std::vector<Create> crates
// std::vector<PBullet> playerBullets
+13 -3
View File
@@ -3,6 +3,8 @@
#include <vector>
#include "raylib.h"
#include "entities/TextureWrapper.h"
#include <cmath>
/**
* Holds the collision and texture maps for the game world
@@ -15,19 +17,27 @@ public:
void draw();
/** Checks and returns which corners of the object have been collided with */
std::unordered_map<ECorner, bool> checkForCollision(TextureWrapper texture);
private:
/** Holds the number for every single tile, which refers to a certain sprite in the tileset */
std::vector<std::vector<Vector2>> map;
/** Holds 1s (collision) and 0s (no collision) for every tile */
/** Holds 1s (collision) and 0s (no collision) for every tile */
std::vector<std::vector<int>> colMap;
float tileSize = 32;
unsigned int tileSize = 32;
Texture2D tileset;
void loadMap();
void loadColMap(){}
void loadColMap();
void loadTileset();
/**
* Converts the corners of the object to the matching tiles, so that they can be checked for collision
*/
std::unordered_map<ECorner, Vector2> cornersToTilePos(std::unordered_map<ECorner, Vector2> corners);
};
#endif
+166
View File
@@ -0,0 +1,166 @@
#ifndef PLAYER_H
#define PLAYER_H
#include "raylib.h"
#include <unordered_map>
#include "services/AssetService.h"
#include "services/MapService.h"
#include "services/InputService.h"
#include "entities/TextureWrapper.h"
#include "enums/ECorner.h"
class Player
{
public:
Player()
{
TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER), {32, 32}, {200, 200});
wrapper.setSourceRect({0, 0, 32, 32});
this->texture = wrapper;
}
~Player()
{
}
void logic()
{
gravity();
movement();
handleCollision();
applyVelocity();
}
void draw()
{
DrawTextureRec(this->texture.getTexture(), this->texture.getSourceRect(), this->texture.getPosition(), WHITE);
}
TextureWrapper &getTexture()
{
return this->texture;
}
protected:
private:
// Vector2 position;
TextureWrapper texture;
Vector2 velocity = {0, 0};
std::vector<unsigned int> timesCollision; // Holds the amount of times the player has collided with a tile, and which corner of the player is touching a tile
bool groundCollision; // Keeps track of whether or not the player has collided with the ground
bool crateTopCollision;
/**
* Holds the corners of the player
* Is used for precise collision detection
*/
// Keeps tracko f whether or not the player has collided with the top of the crate
// std::unordered_map<Vector2, >
void gravity()
{
// PositionUpdate();
// Collision();
// if (!groundCollision && !crateTopCollision)
// {
if (!groundCollision)
{
velocity.y += 0.6f;
}
else
{
velocity.y = 0.0f;
}
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::W) && (groundCollision == true || crateTopCollision == true))
// {
// velocity.y = -GetJumpSpeed();
// }
// this->texture.move(velocity);
}
void movement()
{
velocity.x = 0.0f;
if (InputService::getInstance().isKeyDown(KEY_A)) {
// std::cout << "Left" << std::endl;
velocity.x -= 3.0f;
} else if (InputService::getInstance().isKeyDown(KEY_D)) {
velocity.x += 3.0f;
// std::cout << "Right" << std::endl;
}
if(InputService::getInstance().isKeyPressed(KEY_SPACE) && groundCollision) {
velocity.y -= 7.2f;
}
this->texture.move(velocity);
}
void handleCollision()
{
groundCollision = false;
std::unordered_map<ECorner, bool> collisions = MapService::getInstance().getMap().checkForCollision(this->texture);
if (collisions[ECorner::BOTTOM_LEFT] || collisions[ECorner::BOTTOM_RIGHT])
{
this->texture.move({0, -velocity.y});
velocity.y = 0.0f;
groundCollision = true;
}
if (collisions[ECorner::LEFT_TOP] && collisions[ECorner::LEFT_BOTTOM]) {
this->texture.move({+velocity.x, 0});
velocity.x = 0.0f;
}
if (collisions[ECorner::TOP_LEFT] || collisions[ECorner::TOP_RIGHT]) {
this->texture.move({0, +velocity.y});
velocity.y = 0.0f;
}
if (collisions[ECorner::RIGHT_TOP] && collisions[ECorner::RIGHT_BOTTOM]) {
this->texture.move({-velocity.x, 0});
velocity.x = 0.0f;
}
}
void applyVelocity() {
// std::cout << velocity.x << std::endl;
this->texture.move(velocity);
}
// timesCollision.clear();
// for (int i = 0; i < tiles.size(); i++)
// {
// if (GetColMap()[tiles[i].y][tiles[i].x] == 1)
// {
// timesCollision.push_back(i);
// }
// }
// groundCollision = false;
// if (timesCollision.size() > 0)
// {
// for (int i = 0; i < timesCollision.size(); i++)
// {
// if (timesCollision[i] == 0 || timesCollision[i] == 1) //Topleft and Topright
// {
// velocity.y = 0;
// }
// else if (timesCollision[i] == 2 || timesCollision[i] == 3 || //Lefttop and Leftbottom
// timesCollision[i] == 4 || timesCollision[i] == 5) //Righttop and Lefttop
// {
// velocity.x = 0;
// }
// else if (timesCollision[i] == 6 || timesCollision[i] == 7) //Bottomleft and Bottomright
// {
// groundCollision = true;
// }
// }
// }
// }
};
#endif
+8 -8
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@@ -8,14 +8,6 @@
#include "services/AssetService.h"
class Text {
private:
std::string text;
Font font;
int fontSize;
int spacing;
Color color;
Vector2 position;
public:
Text(std::string text, EFont font, int fontSize = 30, int spacing = 0, Color color = WHITE, Vector2 position = {100,100});
~Text(){}
@@ -43,6 +35,14 @@ class Text {
}
void draw();
private:
std::string text;
Font font;
int fontSize;
int spacing;
Color color;
Vector2 position;
};
#endif
+31
View File
@@ -2,9 +2,12 @@
#define TEXTURE_WRAPPER_H
#include "raylib.h"
#include "enums/ECorner.h"
#include <unordered_map>
class TextureWrapper {
public:
TextureWrapper(){}
TextureWrapper(Texture2D texture, Vector2 size = {32,32}, Vector2 position = {0,0}, Rectangle sourceRect = {0,0,32,32}) {
this->texture = texture;
this->size = size;
@@ -34,6 +37,34 @@ class TextureWrapper {
this->sourceRect = rect;
}
void setPosition(Vector2 position) {
this->position = position;
}
void move(Vector2 deltaPos) {
this->position = {this->position.x + deltaPos.x, this->position.y + deltaPos.y};
}
/** Returns the 4 corners of the texture */
std::unordered_map<ECorner, Vector2> getCorners() {
std::unordered_map<ECorner, Vector2> corners;
float top = this->position.y;
float right = this->position.x+this->size.x;
float bottom = this->position.y + this->size.y;
float left = this->position.x;
float margin = 5; // Space to the corner
corners[ECorner::TOP_LEFT] = {left+margin, top};
corners[ECorner::TOP_RIGHT] = {right-margin, top};
corners[ECorner::RIGHT_TOP] = {right, top+margin};
corners[ECorner::RIGHT_BOTTOM] = {right, bottom-margin};
corners[ECorner::BOTTOM_RIGHT] = {right-margin, bottom};
corners[ECorner::BOTTOM_LEFT] = {left+margin, bottom};
corners[ECorner::LEFT_BOTTOM] = {left, bottom-margin};
corners[ECorner::LEFT_TOP] = {left, top+margin};
return corners;
}
private:
Texture2D texture;
Rectangle sourceRect;