[Updated] Collision, looks a bit better now, [TODO] Fix the weird slide-up behaviour when jumping against a block now
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+29
-72
@@ -27,7 +27,6 @@ public:
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gravity();
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movement();
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handleCollision();
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applyVelocity();
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}
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void draw()
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@@ -42,7 +41,6 @@ public:
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protected:
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private:
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// Vector2 position;
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TextureWrapper texture;
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Vector2 velocity = {0, 0};
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@@ -53,114 +51,73 @@ private:
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* Holds the corners of the player
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* Is used for precise collision detection
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*/
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// Keeps tracko f whether or not the player has collided with the top of the crate
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// std::unordered_map<Vector2, >
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void gravity()
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{
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// PositionUpdate();
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// Collision();
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// if (!groundCollision && !crateTopCollision)
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// {
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if (!groundCollision)
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{
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velocity.y += 0.6f;
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}
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else
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{
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velocity.y = 0.0f;
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// velocity.y = 0.0f;
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}
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// if (sf::Keyboard::isKeyPressed(sf::Keyboard::W) && (groundCollision == true || crateTopCollision == true))
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// {
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// velocity.y = -GetJumpSpeed();
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// }
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// this->texture.move(velocity);
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}
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void movement()
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{
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velocity.x = 0.0f;
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if (InputService::getInstance().isKeyDown(KEY_A)) {
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// std::cout << "Left" << std::endl;
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velocity.x -= 3.0f;
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} else if (InputService::getInstance().isKeyDown(KEY_D)) {
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velocity.x += 3.0f;
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// std::cout << "Right" << std::endl;
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if (InputService::getInstance().isKeyDown(KEY_A))
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{
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velocity.x -= 5.0f;
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}
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else if (InputService::getInstance().isKeyDown(KEY_D))
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{
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velocity.x += 5.0f;
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}
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if(InputService::getInstance().isKeyPressed(KEY_SPACE) && groundCollision) {
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if (InputService::getInstance().isKeyPressed(KEY_SPACE) && groundCollision)
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{
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velocity.y -= 7.2f;
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}
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this->texture.move(velocity);
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}
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/**
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* Stores the current position
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* Applies the current velocity
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* Checks for collision, and removes all velocities that are causing collisions
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* Set the object exactly against the object it is colliding with position
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*/
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void handleCollision()
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{
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Vector2 tempPos = this->texture.getPosition();
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this->texture.move(velocity);
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groundCollision = false;
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std::unordered_map<ECorner, bool> collisions = MapService::getInstance().getMap().checkForCollision(this->texture);
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if (collisions[ECorner::BOTTOM_LEFT] || collisions[ECorner::BOTTOM_RIGHT])
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{
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this->texture.move({0, -velocity.y});
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velocity.y = 0.0f;
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groundCollision = true;
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this->texture.setPosition({this->texture.getPosition().x, floorf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize()});
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}
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if (collisions[ECorner::LEFT_TOP] && collisions[ECorner::LEFT_BOTTOM]) {
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this->texture.move({+velocity.x, 0});
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if (collisions[ECorner::LEFT_TOP] && collisions[ECorner::LEFT_BOTTOM])
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{
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velocity.x = 0.0f;
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this->texture.setPosition({ceilf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
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}
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if (collisions[ECorner::TOP_LEFT] || collisions[ECorner::TOP_RIGHT]) {
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this->texture.move({0, +velocity.y});
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if (collisions[ECorner::TOP_LEFT] || collisions[ECorner::TOP_RIGHT])
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{
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velocity.y = 0.0f;
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this->texture.setPosition({this->texture.getPosition().x, (ceilf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize())) * MapService::getInstance().getMap().getTileSize()});
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}
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if (collisions[ECorner::RIGHT_TOP] && collisions[ECorner::RIGHT_BOTTOM]) {
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this->texture.move({-velocity.x, 0});
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if (collisions[ECorner::RIGHT_TOP] && collisions[ECorner::RIGHT_BOTTOM])
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{
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velocity.x = 0.0f;
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this->texture.setPosition({floorf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
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}
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}
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void applyVelocity() {
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// std::cout << velocity.x << std::endl;
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this->texture.move(velocity);
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}
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// timesCollision.clear();
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// for (int i = 0; i < tiles.size(); i++)
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// {
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// if (GetColMap()[tiles[i].y][tiles[i].x] == 1)
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// {
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// timesCollision.push_back(i);
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// }
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// }
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// groundCollision = false;
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// if (timesCollision.size() > 0)
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// {
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// for (int i = 0; i < timesCollision.size(); i++)
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// {
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// if (timesCollision[i] == 0 || timesCollision[i] == 1) //Topleft and Topright
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// {
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// velocity.y = 0;
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// }
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// else if (timesCollision[i] == 2 || timesCollision[i] == 3 || //Lefttop and Leftbottom
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// timesCollision[i] == 4 || timesCollision[i] == 5) //Righttop and Lefttop
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// {
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// velocity.x = 0;
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// }
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// else if (timesCollision[i] == 6 || timesCollision[i] == 7) //Bottomleft and Bottomright
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// {
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// groundCollision = true;
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// }
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// }
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// }
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// }
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};
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#endif
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