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ger */ .highlight .mo { color: #0000DD; font-weight: bold } /* Literal.Number.Oct */ .highlight .sa { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Affix */ .highlight .sb { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Backtick */ .highlight .sc { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Char */ .highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */ .highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */ .highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */ .highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
#ifndef TRANSFORM_SYSTEM_H_BA2633BC
#define TRANSFORM_SYSTEM_H_BA2633BC

#include <range/v3/all.hpp>
#include <set>
#include <map>
#include <tuple>
#include "direction.h"
#include "system.h"
#include "vector.h"

class Game;

struct AxisResult {
  Direction dir;
  bool blocked = false;
  int colliderSprite = -1;
};

struct CollisionResult {
  AxisResult horiz;
  AxisResult vert;
};

class TransformSystem : public System {
public:

  static constexpr SystemKey Key = SystemKey::Transform;

  TransformSystem(Game& game) : game_(game) {}

  void initSprite(int spriteId, vec2i loc);

  void setUpCollision(int spriteId, vec2i offset, vec2i size, bool solid);

  void moveSprite(int spriteId, vec2i newLoc);

  auto getSpritesByY() const {
    return spritesByY_ | ranges::views::transform([] (const std::tuple<int, int>& val) {
      return std::get<1>(val);
    });
  }

  CollisionResult checkCollision(int spriteId, vec2i newLoc, Direction dir);

  void clearSpriteCache() override;

private:

  Game& game_;
  std::set<std::tuple<int, int>> spritesByY_;

  struct Collidable {
    int lower;
    int upper;

    Collidable(int lower, int upper) : lower(lower), upper(upper) {}
  };

  // The way these work is that the key is (axis position, entity ID). The
  // entity ID being there makes the mapping unique and makes removal easy.
  using asc_collidables_type =
    std::map<
      std::tuple<int, int>,
      const Collidable,
      std::less<std::tuple<int, int>>>;

  using desc_collidables_type =
    std::map<
      std::tuple<int, int>,
      const Collidable,
      std::greater<std::tuple<int, int>>>;

  desc_collidables_type leftCollidables_;
  asc_collidables_type rightCollidables_;
  desc_collidables_type upCollidables_;
  asc_collidables_type downCollidables_;

  void addCollidable(int spriteId);

  void removeCollidable(int spriteId);
};

#endif /* end of include guard: TRANSFORM_SYSTEM_H_BA2633BC */