Files
WebJelly-Rescue/include/entities/Player.h
T

447 lines
15 KiB
C++

#ifndef PLAYER_H
#define PLAYER_H
#include "raylib.h"
#include "services/AssetService.h"
#include "services/MapService.h"
#include "services/InputService.h"
#include "services/GameService.h"
#include "entities/TextureWrapper.h"
#include "enums/ECorner.h"
#include "enums/ESound.h"
#include "entities/Vector2i.h"
#include "entities/PBullet.h"
#include <unordered_map>
#include <algorithm>
class Player
{
public:
Player()
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER), {32, 32}, {200, 200});
prevFrame = GetTime();
spriteAnimation = {0, Right};
this->gunRight = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER_GUN_RIGHT), {58, 29}, {0, 0});
this->gunLeft = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER_GUN_LEFT), {58, 29}, {0, 0});
this->ammo = max_ammo;
this->prevShot = GetTime();
this->health = max_health;
}
~Player()
{
}
void logic()
{
rotateGun();
shoot();
movement();
outofboundsCheck();
consumableCollision();
}
void draw()
{
drawGun();
DrawTextureRec(this->texture.getTexture(), this->texture.getSourceRect(), this->texture.getPosition(), gainedPowerup ? RED : WHITE);
}
TextureWrapper &getTexture()
{
return this->texture;
}
void setPosition(Vector2 pos)
{
this->texture.setPosition(pos);
}
int getAmmo()
{
return this->ammo;
}
uint8_t getHealth()
{
return this->health;
}
uint8_t getMaxHealth()
{
return this->max_health;
}
protected:
private:
TextureWrapper texture;
TextureWrapper gunLeft;
TextureWrapper gunRight;
Vector2 velocity = {0, 0};
float jumpPower = 7.2f;
float moveSpeed = 5.0f;
float gravity = 0.6f;
float animationDelay = 0.2f; // In seconds
double prevFrame; // Time since the last frame
Vector2i spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Player direction
enum Direction
{
Down,
Left,
Right,
Up
}; // Used in conjuction with spriteAnimation, makes sure sprite direction matches with player direction
std::vector<Vector2i> tiles; // Holds eight points of the player for accurate collision
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; // Whether the player is standing on top of a crate
uint8_t ammo; // Current ammo of the player
uint8_t max_ammo = 100; // Max ammo of the player
float firingRate = 0.2f; // Delay in seconds
double prevShot; // The last time the player fired a bullet
uint8_t health; // Current health of the player
uint8_t max_health = 10; // Max health of the player
bool gainedPowerup = false;
void applyGravity()
{
if (!groundCollision)
{
velocity.y += gravity;
}
else
{
// velocity.y = 0.0f;
}
}
void movement()
{
if (InputService::getInstance().isKeyDown(KEY_A))
{
spriteAnimation.y = Left;
velocity.x = -moveSpeed;
animate();
}
else if (InputService::getInstance().isKeyDown(KEY_D))
{
spriteAnimation.y = Right;
velocity.x = moveSpeed;
animate();
}
else
{
velocity.x = 0.0f;
}
positionUpdates();
handleCollision();
if (!groundCollision)
{
velocity.y += gravity;
}
else
{
velocity.y = 0.0f;
}
if (InputService::getInstance().isKeyPressed(KEY_W) && groundCollision)
{
velocity.y -= jumpPower;
}
move(velocity);
}
void move(Vector2 velocity)
{
this->texture.move(velocity);
}
void animate()
{
if (GetTime() - prevFrame > animationDelay)
{
spriteAnimation.x = std::fmod(spriteAnimation.x + 1, 3);
Rectangle sourceRect = this->texture.getSourceRect();
sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
this->texture.setSourceRect(sourceRect);
prevFrame = GetTime();
}
}
void positionUpdates()
{
const Vector2 pos = this->texture.getPosition();
const Vector2 size = this->texture.getSize();
const int tileSize = MapService::getInstance().getMap().getTileSize();
const float bottom = pos.y + size.y + velocity.y;
const float left = pos.x + velocity.x;
const float right = pos.x + size.x + velocity.x;
const float top = pos.y + velocity.y;
Vector2i topLeft(Vector2i((int)(left + 5) / tileSize, (int)top / tileSize)); // +5 to separate top from side
Vector2i topRight(Vector2i((int)(right - 5) / tileSize, (int)top / tileSize)); // -5 to separate top from side
Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
tiles.clear();
tiles.push_back(topLeft);
tiles.push_back(topRight);
tiles.push_back(leftTop);
tiles.push_back(leftBottom);
tiles.push_back(rightTop);
tiles.push_back(rightBottom);
tiles.push_back(bottomLeft);
tiles.push_back(bottomRight);
}
void handleCollision()
{
timesCollision.clear();
for (int i = 0; i < tiles.size(); i++)
{
if (MapService::getInstance().getMap().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;
}
}
}
// Set velocity.x based on going right or left
// Take current position of all 4 corners
// Apply velocity
// Calculate the 8 points
// Add them to a list
// Empty vector of amount of collisions
// Loop through the points
// Check the collisionmap for intersection
// If so, add item to the vector of collisions
// Set groundcollision to false
// Loop through collisions
// Based on their location (TopLeft, RightTop, etc) change the velocity
// Apply gravity if not on the floor
// If jumping and on the floor, go up
// Move using velocity
// Vector2 tempPos = this->texture.getPosition();
// this->texture.move(velocity);
// groundCollision = false;
// std::unordered_map<ECorner, bool> collisions = MapService::getInstance().getMap().checkForCollision(this->texture);
// if (collisions[ECorner::BOTTOM_LEFT] || collisions[ECorner::BOTTOM_RIGHT])
// {
// velocity.y = 0.0f;
// groundCollision = true;
// this->texture.setPosition({this->texture.getPosition().x, floorf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize()});
// }
// if (collisions[ECorner::LEFT_TOP] && collisions[ECorner::LEFT_BOTTOM])
// {
// velocity.x = 0.0f;
// this->texture.setPosition({ceilf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
// }
// if (collisions[ECorner::TOP_LEFT] || collisions[ECorner::TOP_RIGHT])
// {
// velocity.y = 0.0f;
// this->texture.setPosition({this->texture.getPosition().x, (ceilf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize())) * MapService::getInstance().getMap().getTileSize()});
// }
// if (collisions[ECorner::RIGHT_TOP] && collisions[ECorner::RIGHT_BOTTOM])
// {
// velocity.x = 0.0f;
// this->texture.setPosition({floorf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
// }
}
void consumableCollision()
{
/** Check for collisions with ammo packs */
for (auto &ammoPack : CollectableService::getInstance().getAmmoPacks())
{
if (this->texture.getPosition().x + this->texture.getSize().x > ammoPack.getObject().getPosition().x &&
this->texture.getPosition().x < ammoPack.getObject().getPosition().x + ammoPack.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> ammoPack.getObject().getPosition().y &&
this->texture.getPosition().y < ammoPack.getObject().getPosition().y + ammoPack.getObject().getSize().y)
{
ammoPack.setPickedUp(true);
AssetService::getInstance().playSound(ESound::AMMO_PICKUP);
ammo += ammoPack.getAmmoAmount();
}
}
/** Check for collisions with health packs */
for (auto &healthPack : CollectableService::getInstance().getHealthPacks())
{
if (this->texture.getPosition().x + this->texture.getSize().x > healthPack.getObject().getPosition().x &&
this->texture.getPosition().x < healthPack.getObject().getPosition().x + healthPack.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> healthPack.getObject().getPosition().y &&
this->texture.getPosition().y < healthPack.getObject().getPosition().y + healthPack.getObject().getSize().y)
{
if(health < max_health) {
healthPack.setPickedUp(true);
AssetService::getInstance().playSound(ESound::HEAL_PICKUP);
health = std::max(health+healthPack.getHealAmount(),(int)max_health);
}
}
}
for (auto &powerup : CollectableService::getInstance().getPowerups())
{
if (this->texture.getPosition().x + this->texture.getSize().x > powerup.getObject().getPosition().x &&
this->texture.getPosition().x < powerup.getObject().getPosition().x + powerup.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> powerup.getObject().getPosition().y &&
this->texture.getPosition().y < powerup.getObject().getPosition().y + powerup.getObject().getSize().y)
{
// if(health < max_health) {
powerup.setPickedUp(true);
AssetService::getInstance().playSound(ESound::POWERUP);
jumpPower += powerup.getExtraJumpPower();
gainedPowerup = true;
// health = std::max(health+powerup.getHealAmount(),(int)max_health);
// }
}
}
}
void outofboundsCheck()
{
if (this->texture.getPosition().y > StateService::getInstance().getScreenSize().y)
{
this->health = 0;
GameService::getInstance().setGameOver(true);
AudioService::getInstance().setMusic(EMusic::GAME_OVER);
AudioService::getInstance().playMusic();
}
}
void rotateGun()
{
if (GameService::getInstance().getMouseWorldPos().x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right)
{
float gunRotationRight = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
GameService::getInstance().getMouseWorldPos().x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
this->gunRight.setRotation(gunRotationRight * 180 / M_PI);
}
else if (GameService::getInstance().getMouseWorldPos().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
{
float gunRotationLeft = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
(this->texture.getPosition().x + this->texture.getSize().x / 2.0) - GameService::getInstance().getMouseWorldPos().x);
this->gunLeft.setRotation(-gunRotationLeft * 180 / M_PI);
}
}
void drawGun()
{
if (GameService::getInstance().getMouseWorldPos().x > this->texture.getPosition().x + this->gunLeft.getSize().x && spriteAnimation.y == Right)
{
// + this->texture.getSize().x / 2.0f
// + this->texture.getSize().y / 2.0f
DrawTexturePro(
this->gunRight.getTexture(),
{0, 0, this->gunRight.getSize().x, this->gunRight.getSize().y},
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
this->gunRight.getSize().x,
this->gunRight.getSize().y},
{this->gunRight.getSize().x / 2.0f, this->gunRight.getSize().y / 2.0f},
this->gunRight.getRotation(),
WHITE);
}
else if (GameService::getInstance().getMouseWorldPos().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
{
DrawTexturePro(
this->gunLeft.getTexture(),
{0, 0, this->gunLeft.getSize().x, this->gunLeft.getSize().y},
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
this->gunLeft.getSize().x,
this->gunLeft.getSize().y},
{this->gunLeft.getSize().x / 2.0f, this->gunLeft.getSize().y / 2.0f},
this->gunLeft.getRotation(),
WHITE);
}
}
void shoot()
{
if (InputService::getInstance().isMouseButtonDown(MOUSE_BUTTON_LEFT) && GetTime() - prevShot > firingRate && groundCollision)
{
prevShot = GetTime();
if (ammo == 0 || (GameService::getInstance().getMouseWorldPos().x > (this->texture.getPosition().x - this->gunLeft.getSize().x / 2.0f) && spriteAnimation.y == Left) ||
(GameService::getInstance().getMouseWorldPos().x < (this->texture.getPosition().x + this->texture.getSize().x + gunLeft.getSize().x / 2.0f) && spriteAnimation.y == Right))
{
// Play empty gun sound
AssetService::getInstance().playSound(ESound::NO_AMMO);
return;
}
// Play shooting sound
AssetService::getInstance().playSound(ESound::SHOOT);
ammo--;
Vector2 mouseWorldPos = GameService::getInstance().getMouseWorldPos();
if (mouseWorldPos.x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right ||
mouseWorldPos.x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
{
float angleShot = atan2(mouseWorldPos.y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
mouseWorldPos.x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
/** Making the bullet originate from the gun's mouth */
float offsetDistance = this->gunLeft.getSize().x / 2;
float offsetX = cos(angleShot) * offsetDistance;
float offsetY = sin(angleShot) * offsetDistance;
Vector2 bulletStartLocation = {this->texture.getPosition().x + this->texture.getSize().x / 2.0f + offsetX,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f + offsetY};
GameService::getInstance().addPlayerBullet(PBullet(bulletStartLocation, angleShot));
}
}
}
};
#endif