diff options
| -rw-r--r-- | src/character_system.cpp | 57 | ||||
| -rw-r--r-- | src/transform_system.cpp | 67 | ||||
| -rw-r--r-- | src/transform_system.h | 13 |
3 files changed, 88 insertions, 49 deletions
| diff --git a/src/character_system.cpp b/src/character_system.cpp index 4d2d338..3df4f9a 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp | |||
| @@ -67,58 +67,15 @@ void CharacterSystem::tick(double dt) { | |||
| 67 | pLoc += (unitVecInDirection(sprite.dir) * speed); | 67 | pLoc += (unitVecInDirection(sprite.dir) * speed); |
| 68 | 68 | ||
| 69 | // Check collision. | 69 | // Check collision. |
| 70 | const Map& map = game_.getMap(); | 70 | CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, pLoc, sprite.dir); |
| 71 | bool blocked = false; | 71 | bool blocked = collision.horiz.blocked || collision.vert.blocked; |
| 72 | |||
| 73 | const vec2i UL_COL_BOX = { 8, 8 }; | ||
| 74 | const vec2i DR_COL_BOX = { 4, 0 }; | ||
| 75 | vec2i oldColPosUL = (sprite.loc - UL_COL_BOX) / map.getTileSize(); | ||
| 76 | vec2i newColPosUL = (pLoc - UL_COL_BOX) / map.getTileSize(); | ||
| 77 | vec2i oldColPosDR = (sprite.loc + DR_COL_BOX) / map.getTileSize(); | ||
| 78 | vec2i newColPosDR = (pLoc + DR_COL_BOX) / map.getTileSize(); | ||
| 79 | |||
| 80 | if (dirHasDir(sprite.dir, Direction::right) && | ||
| 81 | newColPosDR.x() > oldColPosDR.x()) { | ||
| 82 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 83 | if (map.isBlocked(newColPosDR.x(), y)) { | ||
| 84 | blocked = true; | ||
| 85 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 86 | break; | ||
| 87 | } | ||
| 88 | } | ||
| 89 | } | ||
| 90 | |||
| 91 | if (dirHasDir(sprite.dir, Direction::left) && | ||
| 92 | newColPosUL.x() < oldColPosUL.x()) { | ||
| 93 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 94 | if (map.isBlocked(newColPosUL.x(), y)) { | ||
| 95 | blocked = true; | ||
| 96 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 97 | break; | ||
| 98 | } | ||
| 99 | } | ||
| 100 | } | ||
| 101 | 72 | ||
| 102 | if (dirHasDir(sprite.dir, Direction::down) && | 73 | if (collision.horiz.blocked) { |
| 103 | newColPosDR.y() > oldColPosDR.y()) { | 74 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; |
| 104 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 105 | if (map.isBlocked(x, newColPosDR.y())) { | ||
| 106 | blocked = true; | ||
| 107 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 108 | break; | ||
| 109 | } | ||
| 110 | } | ||
| 111 | } | 75 | } |
| 112 | 76 | ||
| 113 | if (dirHasDir(sprite.dir, Direction::up) && | 77 | if (collision.vert.blocked) { |
| 114 | newColPosUL.y() < oldColPosUL.y()) { | 78 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; |
| 115 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 116 | if (map.isBlocked(x, newColPosUL.y())) { | ||
| 117 | blocked = true; | ||
| 118 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 119 | break; | ||
| 120 | } | ||
| 121 | } | ||
| 122 | } | 79 | } |
| 123 | 80 | ||
| 124 | if (blocked && sprite.characterState == CharacterState::Running) { | 81 | if (blocked && sprite.characterState == CharacterState::Running) { |
| @@ -131,6 +88,8 @@ void CharacterSystem::tick(double dt) { | |||
| 131 | game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc); | 88 | game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc); |
| 132 | 89 | ||
| 133 | if (sprite.characterState == CharacterState::Running) { | 90 | if (sprite.characterState == CharacterState::Running) { |
| 91 | const Map& map = game_.getMap(); | ||
| 92 | |||
| 134 | vec2i newMapTileLoc = pLoc / map.getTileSize(); | 93 | vec2i newMapTileLoc = pLoc / map.getTileSize(); |
| 135 | StepType newTileStep = map.getStepType(newMapTileLoc.x(), newMapTileLoc.y()); | 94 | StepType newTileStep = map.getStepType(newMapTileLoc.x(), newMapTileLoc.y()); |
| 136 | if (sprite.stepType != newTileStep) { | 95 | if (sprite.stepType != newTileStep) { |
| diff --git a/src/transform_system.cpp b/src/transform_system.cpp index 0e602e0..ad7947f 100644 --- a/src/transform_system.cpp +++ b/src/transform_system.cpp | |||
| @@ -1,5 +1,6 @@ | |||
| 1 | #include "transform_system.h" | 1 | #include "transform_system.h" |
| 2 | #include "game.h" | 2 | #include "game.h" |
| 3 | #include "map.h" | ||
| 3 | 4 | ||
| 4 | void TransformSystem::initSprite(int spriteId, vec2i loc) { | 5 | void TransformSystem::initSprite(int spriteId, vec2i loc) { |
| 5 | Sprite& sprite = game_.getSprite(spriteId); | 6 | Sprite& sprite = game_.getSprite(spriteId); |
| @@ -18,3 +19,69 @@ void TransformSystem::moveSprite(int spriteId, vec2i newLoc) { | |||
| 18 | spritesByY_.emplace(newLoc.y(), spriteId); | 19 | spritesByY_.emplace(newLoc.y(), spriteId); |
| 19 | } | 20 | } |
| 20 | } | 21 | } |
| 22 | |||
| 23 | CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Direction dir) { | ||
| 24 | CollisionResult result; | ||
| 25 | |||
| 26 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 27 | |||
| 28 | const Map& map = game_.getMap(); | ||
| 29 | bool blocked = false; | ||
| 30 | |||
| 31 | const vec2i UL_COL_BOX = { 8, 8 }; | ||
| 32 | const vec2i DR_COL_BOX = { 4, 0 }; | ||
| 33 | vec2i oldColPosUL = (sprite.loc - UL_COL_BOX) / map.getTileSize(); | ||
| 34 | vec2i newColPosUL = (newLoc - UL_COL_BOX) / map.getTileSize(); | ||
| 35 | vec2i oldColPosDR = (sprite.loc + DR_COL_BOX) / map.getTileSize(); | ||
| 36 | vec2i newColPosDR = (newLoc + DR_COL_BOX) / map.getTileSize(); | ||
| 37 | |||
| 38 | if (dirHasDir(sprite.dir, Direction::right) && | ||
| 39 | newColPosDR.x() > oldColPosDR.x()) { | ||
| 40 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 41 | if (map.isBlocked(newColPosDR.x(), y)) { | ||
| 42 | result.horiz.blocked = true; | ||
| 43 | result.horiz.dir = Direction::right; | ||
| 44 | |||
| 45 | break; | ||
| 46 | } | ||
| 47 | } | ||
| 48 | } | ||
| 49 | |||
| 50 | if (dirHasDir(sprite.dir, Direction::left) && | ||
| 51 | newColPosUL.x() < oldColPosUL.x()) { | ||
| 52 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 53 | if (map.isBlocked(newColPosUL.x(), y)) { | ||
| 54 | result.horiz.blocked = true; | ||
| 55 | result.horiz.dir = Direction::left; | ||
| 56 | |||
| 57 | break; | ||
| 58 | } | ||
| 59 | } | ||
| 60 | } | ||
| 61 | |||
| 62 | if (dirHasDir(sprite.dir, Direction::down) && | ||
| 63 | newColPosDR.y() > oldColPosDR.y()) { | ||
| 64 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 65 | if (map.isBlocked(x, newColPosDR.y())) { | ||
| 66 | result.vert.blocked = true; | ||
| 67 | result.vert.dir = Direction::down; | ||
| 68 | |||
| 69 | break; | ||
| 70 | } | ||
| 71 | } | ||
| 72 | } | ||
| 73 | |||
| 74 | if (dirHasDir(sprite.dir, Direction::up) && | ||
| 75 | newColPosUL.y() < oldColPosUL.y()) { | ||
| 76 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 77 | if (map.isBlocked(x, newColPosUL.y())) { | ||
| 78 | result.vert.blocked = true; | ||
| 79 | result.vert.dir = Direction::up; | ||
| 80 | |||
| 81 | break; | ||
| 82 | } | ||
| 83 | } | ||
| 84 | } | ||
| 85 | |||
| 86 | return result; | ||
| 87 | } | ||
| diff --git a/src/transform_system.h b/src/transform_system.h index 290d518..eb1a95b 100644 --- a/src/transform_system.h +++ b/src/transform_system.h | |||
| @@ -4,11 +4,22 @@ | |||
| 4 | #include <range/v3/all.hpp> | 4 | #include <range/v3/all.hpp> |
| 5 | #include <set> | 5 | #include <set> |
| 6 | #include <tuple> | 6 | #include <tuple> |
| 7 | #include "direction.h" | ||
| 7 | #include "system.h" | 8 | #include "system.h" |
| 8 | #include "vector.h" | 9 | #include "vector.h" |
| 9 | 10 | ||
| 10 | class Game; | 11 | class Game; |
| 11 | 12 | ||
| 13 | struct AxisResult { | ||
| 14 | Direction dir; | ||
| 15 | bool blocked = false; | ||
| 16 | }; | ||
| 17 | |||
| 18 | struct CollisionResult { | ||
| 19 | AxisResult horiz; | ||
| 20 | AxisResult vert; | ||
| 21 | }; | ||
| 22 | |||
| 12 | class TransformSystem : public System { | 23 | class TransformSystem : public System { |
| 13 | public: | 24 | public: |
| 14 | 25 | ||
| @@ -26,6 +37,8 @@ public: | |||
| 26 | }); | 37 | }); |
| 27 | } | 38 | } |
| 28 | 39 | ||
| 40 | CollisionResult checkCollision(int spriteId, vec2i newLoc, Direction dir); | ||
| 41 | |||
| 29 | private: | 42 | private: |
| 30 | 43 | ||
| 31 | Game& game_; | 44 | Game& game_; |
