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_; |