summary refs log tree commit diff stats
path: root/src/transform_system.cpp
blob: d6df5faa908f7b1591045b127d82e131dbeb217f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
#include "transform_system.h"
#include "game.h"
#include "map.h"

void TransformSystem::initSprite(int spriteId, vec2i loc) {
  Sprite& sprite = game_.getSprite(spriteId);
  sprite.loc = loc;
  spritesByY_.emplace(loc.y(), spriteId);
}

void TransformSystem::setUpCollision(int spriteId, vec2i offset, vec2i size) {
  Sprite& sprite = game_.getSprite(spriteId);
  sprite.collidable = true;
  sprite.collisionOffset = offset;
  sprite.collisionSize = size;

  addCollidable(spriteId);
}

void TransformSystem::moveSprite(int spriteId, vec2i newLoc) {
  Sprite& sprite = game_.getSprite(spriteId);
  if (sprite.collidable) {
    removeCollidable(spriteId);
  }

  bool changedY = (sprite.loc.y() != newLoc.y());
  if (changedY) {
    spritesByY_.erase(std::make_tuple(sprite.loc.y(), spriteId));
  }
  sprite.loc = newLoc;
  if (changedY) {
    spritesByY_.emplace(newLoc.y(), spriteId);
  }
  if (sprite.collidable) {
    addCollidable(spriteId);
  }
}

CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Direction dir) {
  CollisionResult result;

  Sprite& sprite = game_.getSprite(spriteId);

  const Map& map = game_.getMap();
  bool blocked = false;

  vec2i oldColUL = sprite.loc + sprite.collisionOffset;
  vec2i oldColDR = oldColUL + sprite.collisionSize;
  vec2i newColUL = newLoc + sprite.collisionOffset;
  vec2i newColDR = newColUL + sprite.collisionSize;

  vec2i oldTileUL = oldColUL / map.getTileSize();
  vec2i newTileUL = newColUL / map.getTileSize();
  vec2i oldTileDR = oldColDR / map.getTileSize();
  vec2i newTileDR = newColDR / map.getTileSize();

  if (dirHasDir(sprite.dir, Direction::right) &&
      newTileDR.x() > oldTileDR.x()) {
    for (int y = newTileUL.y(); y <= newTileDR.y(); y++) {
      if (map.isBlocked(newTileDR.x(), y)) {
        result.horiz.blocked = true;
        result.horiz.dir = Direction::right;

        break;
      }
    }
  }

  if (dirHasDir(sprite.dir, Direction::left) &&
      newTileUL.x() < oldTileUL.x()) {
    for (int y = newTileUL.y(); y <= newTileDR.y(); y++) {
      if (map.isBlocked(newTileUL.x(), y)) {
        result.horiz.blocked = true;
        result.horiz.dir = Direction::left;

        break;
      }
    }
  }

  if (dirHasDir(sprite.dir, Direction::down) &&
      newTileDR.y() > oldTileDR.y()) {
    for (int x = newTileUL.x(); x <= newTileDR.x(); x++) {
      if (map.isBlocked(x, newTileDR.y())) {
        result.vert.blocked = true;
        result.vert.dir = Direction::down;

        break;
      }
    }
  }

  if (dirHasDir(sprite.dir, Direction::up) &&
      newTileUL.y() < oldTileUL.y()) {
    for (int x = newTileUL.x(); x <= newTileDR.x(); x++) {
      if (map.isBlocked(x, newTileUL.y())) {
        result.vert.blocked = true;
        result.vert.dir = Direction::up;

        break;
      }
    }
  }

  return result;
}

void TransformSystem::addCollidable(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);

  vec2i colUL = sprite.loc + sprite.collisionOffset;
  vec2i colDR = colUL + sprite.collisionSize;

  leftCollidables_.emplace(std::piecewise_construct, std::tie(colDR.x(), spriteId), std::tie(colUL.y(), colDR.y()));
  rightCollidables_.emplace(std::piecewise_construct, std::tie(colUL.x(), spriteId), std::tie(colUL.y(), colDR.y()));
  upCollidables_.emplace(std::piecewise_construct, std::tie(colDR.y(), spriteId), std::tie(colUL.x(), colDR.x()));
  downCollidables_.emplace(std::piecewise_construct, std::tie(colUL.y(), spriteId), std::tie(colUL.x(), colDR.x()));
}

void TransformSystem::removeCollidable(int spriteId) {
  Sprite& sprite = game_.getSprite(spriteId);

  vec2i colUL = sprite.loc + sprite.collisionOffset;
  vec2i colDR = colUL + sprite.collisionSize;

  leftCollidables_.erase({ colDR.x(), spriteId });
  rightCollidables_.erase({ colUL.x(), spriteId });
  upCollidables_.erase({ colDR.y(), spriteId });
  downCollidables_.erase({ colUL.y(), spriteId });
}