[Added] Sprite animation for player, crosshair mouse, [Updated] Collision
This commit is contained in:
+26
-9
@@ -45,6 +45,9 @@ public:
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this->player = Player();
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this->player.getTexture().setPosition({200, 350});
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this->crosshair = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CROSSHAIR), {15,15}, {0,0}, {0,0,15,15});
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initPauseScreen();
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initGameOverScreen();
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@@ -82,7 +85,7 @@ public:
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void initGameOverScreen()
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{
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this->gameOverText = Text("game over", EFont::OXIN, 60, 0, WHITE);
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this->gameOverText = Text("Game Over", EFont::SANSATION, 60, 0, WHITE);
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this->gameOverText.setPosition({(float)(GetScreenWidth() - gameOverText.getDimensions().x) / 2.0f, (float)(GetScreenHeight() - gameOverText.getDimensions().y) / 3.0f});
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const int TOP_POS = GetScreenHeight() / 1.8;
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@@ -92,11 +95,11 @@ public:
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const int SPACE_PER_ITEM = TOTAL_SPACE / AMNT_OF_BUTTONS;
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for (int i = 0; i < AMNT_OF_BUTTONS; i++)
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{
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Text txt = Text("play again", EFont::OXIN, 30, 0, WHITE);
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Text txt = Text("Play Again", EFont::SANSATION, 30, 0, GRAY);
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gameOverScreenButtons.push_back(txt);
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}
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gameOverScreenButtons[0].setColor(BLACK);
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gameOverScreenButtons[1].setText("quit to main menu");
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gameOverScreenButtons[0].setColor(WHITE);
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gameOverScreenButtons[1].setText("Quit to Main Menu");
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for (int i = 0; i < AMNT_OF_BUTTONS; i++)
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{
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gameOverScreenButtons[i].setPosition({(float)X_GAP + SPACE_PER_ITEM * i, (float)TOP_POS});
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@@ -105,6 +108,8 @@ public:
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void logic()
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{
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this->crosshair.setPosition(GetMousePosition());
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if (GameService::getInstance().isPaused())
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{
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pausedLogic();
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@@ -164,25 +169,25 @@ public:
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{
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if (InputService::getInstance().isKeyPressed(KEY_D) || InputService::getInstance().isKeyPressed(KEY_A))
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{
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gameOverScreenButtons[hoveredGameOverScreenButton].setColor(WHITE);
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gameOverScreenButtons[hoveredGameOverScreenButton].setColor(GRAY);
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/** Move up or down depending on the pressed button. +4 is used so that -1 becomes 3 (the last button) */
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hoveredGameOverScreenButton = ((hoveredGameOverScreenButton - (InputService::getInstance().isKeyPressed(KEY_D) ? -1 : 1)) + gameOverScreenButtons.size()) % gameOverScreenButtons.size();
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gameOverScreenButtons[hoveredGameOverScreenButton].setColor(BLACK);
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gameOverScreenButtons[hoveredGameOverScreenButton].setColor(WHITE);
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}
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if (InputService::getInstance().isKeyPressed(KEY_ENTER))
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{
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GameService::getInstance().setGameOver(false);
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std::string selectedButton = gameOverScreenButtons[hoveredGameOverScreenButton].getText();
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if (selectedButton == "play again")
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if (selectedButton == "Play Again")
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{
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StateService::getInstance().setScreen(EScreen::GAME);
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}
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else if (selectedButton == "quit to main menu")
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else if (selectedButton == "Quit to Main Menu")
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{
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StateService::getInstance().setScreen(EScreen::MAIN);
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}
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GameService::getInstance().setGameOver(false);
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}
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}
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@@ -205,6 +210,7 @@ public:
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{
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drawGameOver();
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}
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drawCrosshair();
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EndDrawing();
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}
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@@ -233,11 +239,22 @@ public:
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}
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}
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void drawCrosshair() {
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DrawTextureEx(this->crosshair.getTexture(),GetMousePosition(),0,1.2f,RED);
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// DrawTexturePro(
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// this->crosshair.getTexture(),
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// this->crosshair.getSourceRect(),
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// {GetMousePosition().x, GetMousePosition().y, GetMousePosition().x+this->crosshair.getSize().x, GetMousePosition().y+this->crosshair.getSize().y},
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// {this->crosshair.getSize().x/2.0f, this->crosshair.getSize().y/2.0f},
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// 0,
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// WHITE);
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}
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private:
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Camera2D camera;
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Background background;
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Map map;
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Player player;
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TextureWrapper crosshair;
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std::vector<Text> pauseScreenButtons;
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int hoveredPauseScreenButton = 0;
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@@ -24,6 +24,10 @@ public:
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return this->tileSize;
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}
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std::vector<std::vector<int>> getColMap() {
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return this->colMap;
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}
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private:
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/** Holds the number for every single tile, which refers to a certain sprite in the tileset */
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std::vector<std::vector<Vector2>> map;
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+160
-30
@@ -9,6 +9,7 @@
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#include "services/GameService.h"
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#include "entities/TextureWrapper.h"
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#include "enums/ECorner.h"
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#include "entities/Vector2i.h"
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class Player
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{
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@@ -18,6 +19,8 @@ public:
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TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER), {32, 32}, {200, 200});
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wrapper.setSourceRect({0, 0, 32, 32});
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this->texture = wrapper;
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prevFrame = GetTime();
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spriteAnimation = {0,0};
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}
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~Player()
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{
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@@ -25,9 +28,9 @@ public:
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void logic()
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{
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applyGravity();
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// applyGravity();
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movement();
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handleCollision();
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// handleCollision();
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outofboundsCheck();
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}
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@@ -48,6 +51,11 @@ private:
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float jumpPower = 7.2f;
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float moveSpeed = 5.0f;
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float gravity = 0.6f;
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float animationDelay = 0.2f; // seconds
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double prevFrame;
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Vector2 spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Player direction
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enum Direction { Down, Left, Right, Up }; // Used in conjuction with spriteAnimation, makes sure sprite direction matches with player direction
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std::vector <Vector2i> tiles; // Holds eight points of the player for accurate collision
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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
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bool groundCollision; // Keeps track of whether or not the player has collided with the ground
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@@ -71,20 +79,86 @@ private:
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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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{
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velocity.x -= moveSpeed;
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spriteAnimation.y = Left;
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velocity.x = -moveSpeed;
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animate();
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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 += moveSpeed;
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spriteAnimation.y = Right;
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velocity.x = moveSpeed;
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animate();
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} else {
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velocity.x = 0.0f;
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}
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positionUpdates();
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handleCollision();
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if (!groundCollision) {
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velocity.y += gravity;
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} else {
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velocity.y = 0.0f;
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}
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if (InputService::getInstance().isKeyPressed(KEY_W) && groundCollision)
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{
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velocity.y -= jumpPower;
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}
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this->texture.move(velocity);
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}
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void animate()
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{
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if (GetTime() - prevFrame > animationDelay)
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{
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spriteAnimation.x = std::fmod(spriteAnimation.x + 1,3);
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Rectangle sourceRect = this->texture.getSourceRect();
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sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
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sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
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// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
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this->texture.setSourceRect(sourceRect);
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prevFrame = GetTime();
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}
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}
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void positionUpdates() {
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const Vector2 pos = this->texture.getPosition();
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const Vector2 size = this->texture.getSize();
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const int tileSize = MapService::getInstance().getMap().getTileSize();
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const float bottom = pos.y + size.y + velocity.y;
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const float left = pos.x + velocity.x;
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const float right = pos.x + size.x + velocity.x;
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const float top = pos.y + velocity.y;
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Vector2i topLeft(Vector2i((int)(left + 5) / tileSize, (int)top / tileSize)); // +5 to separate top from side
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Vector2i topRight(Vector2i((int)(right - 5) / tileSize, (int)top / tileSize)); // -5 to separate top from side
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Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
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Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
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Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
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Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
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Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
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Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
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tiles.clear();
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tiles.push_back(topLeft);
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tiles.push_back(topRight);
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tiles.push_back(leftTop);
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tiles.push_back(leftBottom);
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tiles.push_back(rightTop);
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tiles.push_back(rightBottom);
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tiles.push_back(bottomLeft);
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tiles.push_back(bottomRight);
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}
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/**
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@@ -95,37 +169,93 @@ private:
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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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timesCollision.clear();
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if (collisions[ECorner::BOTTOM_LEFT] || collisions[ECorner::BOTTOM_RIGHT])
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for (int i = 0; i < tiles.size(); i++)
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{
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if (MapService::getInstance().getMap().getColMap()[tiles[i].y][tiles[i].x] == 1)
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{
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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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{
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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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{
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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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{
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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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timesCollision.push_back(i);
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}
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}
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void outofboundsCheck() {
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if(this->texture.getPosition().y > StateService::getInstance().getScreenSize().y) {
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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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// Set velocity.x based on going right or left
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// Take current position of all 4 corners
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// Apply velocity
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// Calculate the 8 points
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// Add them to a list
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// Empty vector of amount of collisions
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// Loop through the points
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// Check the collisionmap for intersection
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// If so, add item to the vector of collisions
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// Set groundcollision to false
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// Loop through collisions
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// Based on their location (TopLeft, RightTop, etc) change the velocity
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// Apply gravity if not on the floor
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// If jumping and on the floor, go up
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// Move using velocity
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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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// 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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// {
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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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// {
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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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// {
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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 outofboundsCheck()
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{
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if (this->texture.getPosition().y > StateService::getInstance().getScreenSize().y)
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{
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GameService::getInstance().setGameOver(true);
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AudioService::getInstance().setMusic(EMusic::GAME_OVER);
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AudioService::getInstance().playMusic();
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@@ -0,0 +1,15 @@
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#ifndef VECTOR2I_H
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#define VECTOR2I_H
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class Vector2i {
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public:
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Vector2i(){}
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Vector2i (int x, int y) {
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this->x = x;
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this->y = y;
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}
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int x;
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int y;
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};
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#endif
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Reference in New Issue
Block a user