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#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"
#include "sprite.h"
#include "consts.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, SpriteLayer layer = SpriteLayer::Normal);
void setUpCollision(int spriteId, vec2i offset, vec2i size, bool solid);
void undoCollision(int spriteId);
void moveSprite(int spriteId, vec2i newLoc);
auto getSpritesByY(SpriteLayer layer) const {
return spritesByY_[static_cast<size_t>(layer)] | ranges::views::transform([] (const std::tuple<int, int>& val) {
return std::get<1>(val);
});
}
CollisionResult checkCollision(int spriteId, vec2i curLoc, vec2i newLoc, Direction dir);
CharacterMedium getMediumAtPosition(int spriteId, vec2i newLoc);
void destroySprite(int spriteId) override;
private:
Game& game_;
std::set<std::tuple<int, int>> spritesByY_[NUM_SPRITE_LAYERS];
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 */
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