diff options
| -rw-r--r-- | CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/collision.cpp | 97 | ||||
| -rw-r--r-- | src/collision.h | 81 | ||||
| -rw-r--r-- | src/components/mappable.h | 4 | ||||
| -rw-r--r-- | src/components/ponderable.h | 16 | ||||
| -rw-r--r-- | src/systems/mapping.cpp | 2 | ||||
| -rw-r--r-- | src/systems/pondering.cpp | 882 | ||||
| -rw-r--r-- | src/systems/pondering.h | 23 | ||||
| -rw-r--r-- | src/systems/realizing.cpp | 4 |
9 files changed, 714 insertions, 396 deletions
| diff --git a/CMakeLists.txt b/CMakeLists.txt index 49a0384..cd652e2 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt | |||
| @@ -55,7 +55,6 @@ add_executable(Aromatherapy | |||
| 55 | src/game.cpp | 55 | src/game.cpp |
| 56 | src/animation.cpp | 56 | src/animation.cpp |
| 57 | src/util.cpp | 57 | src/util.cpp |
| 58 | src/collision.cpp | ||
| 59 | src/renderer/renderer.cpp | 58 | src/renderer/renderer.cpp |
| 60 | src/renderer/mesh.cpp | 59 | src/renderer/mesh.cpp |
| 61 | src/renderer/shader.cpp | 60 | src/renderer/shader.cpp |
| diff --git a/src/collision.cpp b/src/collision.cpp deleted file mode 100644 index b747a90..0000000 --- a/src/collision.cpp +++ /dev/null | |||
| @@ -1,97 +0,0 @@ | |||
| 1 | #include "collision.h" | ||
| 2 | |||
| 3 | bool Collision::operator<(const Collision& other) const | ||
| 4 | { | ||
| 5 | // Most important is the type of collision | ||
| 6 | if (type_ != other.type_) | ||
| 7 | { | ||
| 8 | return (static_cast<int>(type_) > static_cast<int>(other.type_)); | ||
| 9 | } | ||
| 10 | |||
| 11 | // Next, categorize the collisions arbitrarily based on direction | ||
| 12 | if (dir_ != other.dir_) | ||
| 13 | { | ||
| 14 | return (static_cast<int>(dir_) < static_cast<int>(other.dir_)); | ||
| 15 | } | ||
| 16 | |||
| 17 | // We want to process closer collisions first | ||
| 18 | if (axis_ != other.axis_) | ||
| 19 | { | ||
| 20 | switch (dir_) | ||
| 21 | { | ||
| 22 | case Direction::left: | ||
| 23 | case Direction::up: | ||
| 24 | { | ||
| 25 | return (axis_ < other.axis_); | ||
| 26 | } | ||
| 27 | |||
| 28 | case Direction::right: | ||
| 29 | case Direction::down: | ||
| 30 | { | ||
| 31 | return (axis_ > other.axis_); | ||
| 32 | } | ||
| 33 | } | ||
| 34 | } | ||
| 35 | |||
| 36 | // Order the remaining attributes arbitrarily | ||
| 37 | return std::tie(collider_, lower_, upper_) < | ||
| 38 | std::tie(other.collider_, other.lower_, other.upper_); | ||
| 39 | } | ||
| 40 | |||
| 41 | bool Collision::isColliding( | ||
| 42 | double x, | ||
| 43 | double y, | ||
| 44 | int w, | ||
| 45 | int h) const | ||
| 46 | { | ||
| 47 | int right = x + w; | ||
| 48 | int bottom = y + h; | ||
| 49 | |||
| 50 | switch (dir_) | ||
| 51 | { | ||
| 52 | case Direction::left: | ||
| 53 | case Direction::right: | ||
| 54 | { | ||
| 55 | if (!((bottom > lower_) && (y < upper_))) | ||
| 56 | { | ||
| 57 | return false; | ||
| 58 | } | ||
| 59 | |||
| 60 | break; | ||
| 61 | } | ||
| 62 | |||
| 63 | case Direction::up: | ||
| 64 | case Direction::down: | ||
| 65 | { | ||
| 66 | if (!((right > lower_) && (x < upper_))) | ||
| 67 | { | ||
| 68 | return false; | ||
| 69 | } | ||
| 70 | |||
| 71 | break; | ||
| 72 | } | ||
| 73 | } | ||
| 74 | |||
| 75 | switch (dir_) | ||
| 76 | { | ||
| 77 | case Direction::left: | ||
| 78 | { | ||
| 79 | return (axis_ >= x); | ||
| 80 | } | ||
| 81 | |||
| 82 | case Direction::right: | ||
| 83 | { | ||
| 84 | return (axis_ <= right); | ||
| 85 | } | ||
| 86 | |||
| 87 | case Direction::up: | ||
| 88 | { | ||
| 89 | return (axis_ >= y); | ||
| 90 | } | ||
| 91 | |||
| 92 | case Direction::down: | ||
| 93 | { | ||
| 94 | return (axis_ <= bottom); | ||
| 95 | } | ||
| 96 | } | ||
| 97 | } | ||
| diff --git a/src/collision.h b/src/collision.h deleted file mode 100644 index e5371f8..0000000 --- a/src/collision.h +++ /dev/null | |||
| @@ -1,81 +0,0 @@ | |||
| 1 | #ifndef COLLISION_H_53D84877 | ||
| 2 | #define COLLISION_H_53D84877 | ||
| 3 | |||
| 4 | #include "entity_manager.h" | ||
| 5 | #include "direction.h" | ||
| 6 | |||
| 7 | class Collision { | ||
| 8 | public: | ||
| 9 | |||
| 10 | using id_type = EntityManager::id_type; | ||
| 11 | |||
| 12 | // Types are defined in descending priority order | ||
| 13 | enum class Type { | ||
| 14 | wall, | ||
| 15 | platform, | ||
| 16 | adjacency, | ||
| 17 | warp, | ||
| 18 | danger | ||
| 19 | }; | ||
| 20 | |||
| 21 | Collision( | ||
| 22 | id_type collider, | ||
| 23 | Direction dir, | ||
| 24 | Type type, | ||
| 25 | int axis, | ||
| 26 | double lower, | ||
| 27 | double upper) : | ||
| 28 | collider_(collider), | ||
| 29 | dir_(dir), | ||
| 30 | type_(type), | ||
| 31 | axis_(axis), | ||
| 32 | lower_(lower), | ||
| 33 | upper_(upper) | ||
| 34 | { | ||
| 35 | } | ||
| 36 | |||
| 37 | inline id_type getCollider() const | ||
| 38 | { | ||
| 39 | return collider_; | ||
| 40 | } | ||
| 41 | |||
| 42 | inline Direction getDirection() const | ||
| 43 | { | ||
| 44 | return dir_; | ||
| 45 | } | ||
| 46 | |||
| 47 | inline Type getType() const | ||
| 48 | { | ||
| 49 | return type_; | ||
| 50 | } | ||
| 51 | |||
| 52 | inline int getAxis() const | ||
| 53 | { | ||
| 54 | return axis_; | ||
| 55 | } | ||
| 56 | |||
| 57 | inline double getLower() const | ||
| 58 | { | ||
| 59 | return lower_; | ||
| 60 | } | ||
| 61 | |||
| 62 | inline double getUpper() const | ||
| 63 | { | ||
| 64 | return upper_; | ||
| 65 | } | ||
| 66 | |||
| 67 | bool operator<(const Collision& other) const; | ||
| 68 | |||
| 69 | bool isColliding(double x, double y, int w, int h) const; | ||
| 70 | |||
| 71 | private: | ||
| 72 | |||
| 73 | id_type collider_; | ||
| 74 | Direction dir_; | ||
| 75 | Type type_; | ||
| 76 | int axis_; | ||
| 77 | double lower_; | ||
| 78 | double upper_; | ||
| 79 | }; | ||
| 80 | |||
| 81 | #endif /* end of include guard: COLLISION_H_53D84877 */ | ||
| diff --git a/src/components/mappable.h b/src/components/mappable.h index 6f3d38e..e92074e 100644 --- a/src/components/mappable.h +++ b/src/components/mappable.h | |||
| @@ -7,7 +7,7 @@ | |||
| 7 | #include <list> | 7 | #include <list> |
| 8 | #include "component.h" | 8 | #include "component.h" |
| 9 | #include "renderer/texture.h" | 9 | #include "renderer/texture.h" |
| 10 | #include "collision.h" | 10 | #include "components/ponderable.h" |
| 11 | #include "entity_manager.h" | 11 | #include "entity_manager.h" |
| 12 | 12 | ||
| 13 | class MappableComponent : public Component { | 13 | class MappableComponent : public Component { |
| @@ -46,7 +46,7 @@ public: | |||
| 46 | class Boundary { | 46 | class Boundary { |
| 47 | public: | 47 | public: |
| 48 | 48 | ||
| 49 | using Type = Collision::Type; | 49 | using Type = PonderableComponent::Collision; |
| 50 | 50 | ||
| 51 | Boundary( | 51 | Boundary( |
| 52 | double axis, | 52 | double axis, |
| diff --git a/src/components/ponderable.h b/src/components/ponderable.h index fd7e775..5354f87 100644 --- a/src/components/ponderable.h +++ b/src/components/ponderable.h | |||
| @@ -21,6 +21,17 @@ public: | |||
| 21 | }; | 21 | }; |
| 22 | 22 | ||
| 23 | /** | 23 | /** |
| 24 | * List of different types of collidable surfaces. | ||
| 25 | */ | ||
| 26 | enum class Collision { | ||
| 27 | wall, | ||
| 28 | platform, | ||
| 29 | adjacency, | ||
| 30 | warp, | ||
| 31 | danger | ||
| 32 | }; | ||
| 33 | |||
| 34 | /** | ||
| 24 | * Constructor for initializing the body type, which is a constant. | 35 | * Constructor for initializing the body type, which is a constant. |
| 25 | */ | 36 | */ |
| 26 | PonderableComponent(Type type) : type(type) | 37 | PonderableComponent(Type type) : type(type) |
| @@ -67,6 +78,11 @@ public: | |||
| 67 | bool collidable = true; | 78 | bool collidable = true; |
| 68 | 79 | ||
| 69 | /** | 80 | /** |
| 81 | * The effect that colliding with this body has. | ||
| 82 | */ | ||
| 83 | Collision colliderType = Collision::wall; | ||
| 84 | |||
| 85 | /** | ||
| 70 | * If this flag is disabled, the entity will be ignored by the pondering | 86 | * If this flag is disabled, the entity will be ignored by the pondering |
| 71 | * system. | 87 | * system. |
| 72 | * | 88 | * |
| diff --git a/src/systems/mapping.cpp b/src/systems/mapping.cpp index af67aed..d78c8fe 100644 --- a/src/systems/mapping.cpp +++ b/src/systems/mapping.cpp | |||
| @@ -175,7 +175,7 @@ void MappingSystem::generateBoundaries(id_type mapEntity) | |||
| 175 | 175 | ||
| 176 | addBoundary( | 176 | addBoundary( |
| 177 | mappable.downBoundaries, | 177 | mappable.downBoundaries, |
| 178 | y * TILE_HEIGHT, | 178 | y * TILE_HEIGHT + 1, |
| 179 | x * TILE_WIDTH, | 179 | x * TILE_WIDTH, |
| 180 | (x+1) * TILE_WIDTH, | 180 | (x+1) * TILE_WIDTH, |
| 181 | MappableComponent::Boundary::Type::danger); | 181 | MappableComponent::Boundary::Type::danger); |
| diff --git a/src/systems/pondering.cpp b/src/systems/pondering.cpp index 4ae6176..04b45a1 100644 --- a/src/systems/pondering.cpp +++ b/src/systems/pondering.cpp | |||
| @@ -11,7 +11,6 @@ | |||
| 11 | #include "systems/playing.h" | 11 | #include "systems/playing.h" |
| 12 | #include "systems/realizing.h" | 12 | #include "systems/realizing.h" |
| 13 | #include "consts.h" | 13 | #include "consts.h" |
| 14 | #include "collision.h" | ||
| 15 | 14 | ||
| 16 | void PonderingSystem::tick(double dt) | 15 | void PonderingSystem::tick(double dt) |
| 17 | { | 16 | { |
| @@ -56,304 +55,566 @@ void PonderingSystem::tick(double dt) | |||
| 56 | const double oldRight = oldX + transformable.w; | 55 | const double oldRight = oldX + transformable.w; |
| 57 | const double oldBottom = oldY + transformable.h; | 56 | const double oldBottom = oldY + transformable.h; |
| 58 | 57 | ||
| 59 | double newX = oldX + ponderable.velX * dt; | 58 | CollisionResult result; |
| 60 | double newY = oldY + ponderable.velY * dt; | 59 | result.newX = oldX + ponderable.velX * dt; |
| 60 | result.newY = oldY + ponderable.velY * dt; | ||
| 61 | 61 | ||
| 62 | bool oldGrounded = ponderable.grounded; | 62 | bool oldGrounded = ponderable.grounded; |
| 63 | ponderable.grounded = false; | 63 | ponderable.grounded = false; |
| 64 | 64 | ||
| 65 | std::priority_queue<Collision> collisions; | 65 | // Find horizontal collisions. |
| 66 | 66 | if (result.newX < oldX) | |
| 67 | // Find collisions | ||
| 68 | if (newX < oldX) | ||
| 69 | { | 67 | { |
| 70 | for (auto it = mappable.leftBoundaries.lower_bound(oldX); | 68 | bool boundaryCollision = false; |
| 71 | (it != std::end(mappable.leftBoundaries)) && (it->first >= newX); | 69 | auto it = mappable.leftBoundaries.lower_bound(oldX); |
| 72 | it++) | 70 | |
| 71 | // Find the axis distance of the closest environmental boundary. | ||
| 72 | for (; | ||
| 73 | (it != std::end(mappable.leftBoundaries)) && | ||
| 74 | (it->first >= result.newX); | ||
| 75 | it++) | ||
| 73 | { | 76 | { |
| 74 | if ((oldBottom > it->second.lower) | 77 | // Check that the boundary is in range for the other axis. |
| 75 | && (oldY < it->second.upper)) | 78 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) |
| 76 | { | 79 | { |
| 77 | // We have a collision! | 80 | // We have a collision! |
| 78 | collisions.emplace( | 81 | boundaryCollision = true; |
| 79 | mapEntity, | 82 | |
| 80 | Direction::left, | 83 | break; |
| 81 | it->second.type, | ||
| 82 | it->first, | ||
| 83 | it->second.lower, | ||
| 84 | it->second.upper); | ||
| 85 | } | 84 | } |
| 86 | } | 85 | } |
| 87 | } else if (newX > oldX) | 86 | |
| 88 | { | 87 | // Find a list of potential colliders, sorted so that the closest is |
| 89 | for (auto it = mappable.rightBoundaries.lower_bound(oldRight); | 88 | // first. |
| 90 | (it != std::end(mappable.rightBoundaries)) | 89 | std::vector<id_type> colliders; |
| 91 | && (it->first <= (newX + transformable.w)); | 90 | |
| 92 | it++) | 91 | for (id_type collider : entities) |
| 93 | { | 92 | { |
| 94 | if ((oldBottom > it->second.lower) | 93 | // Can't collide with self. |
| 95 | && (oldY < it->second.upper)) | 94 | if (collider == entity) |
| 96 | { | 95 | { |
| 97 | // We have a collision! | 96 | continue; |
| 98 | collisions.emplace( | ||
| 99 | mapEntity, | ||
| 100 | Direction::right, | ||
| 101 | it->second.type, | ||
| 102 | it->first, | ||
| 103 | it->second.lower, | ||
| 104 | it->second.upper); | ||
| 105 | } | 97 | } |
| 106 | } | ||
| 107 | } | ||
| 108 | 98 | ||
| 109 | if (newY < oldY) | 99 | auto& colliderPonder = game_.getEntityManager(). |
| 110 | { | 100 | getComponent<PonderableComponent>(collider); |
| 111 | for (auto it = mappable.upBoundaries.lower_bound(oldY); | 101 | |
| 112 | (it != std::end(mappable.upBoundaries)) && (it->first >= newY); | 102 | // Only check objects that are active. |
| 113 | it++) | 103 | if (!colliderPonder.active) |
| 114 | { | ||
| 115 | if ((oldRight > it->second.lower) | ||
| 116 | && (oldX < it->second.upper)) | ||
| 117 | { | 104 | { |
| 118 | // We have a collision! | 105 | continue; |
| 119 | collisions.emplace( | ||
| 120 | mapEntity, | ||
| 121 | Direction::up, | ||
| 122 | it->second.type, | ||
| 123 | it->first, | ||
| 124 | it->second.lower, | ||
| 125 | it->second.upper); | ||
| 126 | } | 106 | } |
| 127 | } | 107 | |
| 128 | } else if (newY > oldY) | 108 | auto& colliderTrans = game_.getEntityManager(). |
| 129 | { | 109 | getComponent<TransformableComponent>(collider); |
| 130 | for (auto it = mappable.downBoundaries.lower_bound(oldBottom); | 110 | |
| 131 | (it != std::end(mappable.downBoundaries)) | 111 | // Check if the entity would move into the potential collider, |
| 132 | && (it->first <= (newY + transformable.h)); | 112 | if ((colliderTrans.x + colliderTrans.w > result.newX) && |
| 133 | it++) | 113 | // that it wasn't already colliding, |
| 134 | { | 114 | (colliderTrans.x + colliderTrans.w <= oldX) && |
| 135 | if ((oldRight > it->second.lower) | 115 | // that the position on the other axis is in range, |
| 136 | && (oldX < it->second.upper)) | 116 | (colliderTrans.y + colliderTrans.h > oldY) && |
| 117 | (colliderTrans.y < oldBottom) && | ||
| 118 | // and that the collider is not farther away than the environmental | ||
| 119 | // boundary. | ||
| 120 | (!boundaryCollision || | ||
| 121 | (colliderTrans.x + colliderTrans.w >= it->first))) | ||
| 137 | { | 122 | { |
| 138 | // We have a collision! | 123 | colliders.push_back(collider); |
| 139 | collisions.emplace( | ||
| 140 | mapEntity, | ||
| 141 | Direction::down, | ||
| 142 | it->second.type, | ||
| 143 | it->first, | ||
| 144 | it->second.lower, | ||
| 145 | it->second.upper); | ||
| 146 | } | 124 | } |
| 147 | } | 125 | } |
| 148 | } | ||
| 149 | 126 | ||
| 150 | // Process collisions in order of priority | 127 | std::sort( |
| 151 | bool adjacentlyWarping = false; | 128 | std::begin(colliders), |
| 152 | Direction adjWarpDir; | 129 | std::end(colliders), |
| 153 | size_t adjWarpMapId; | 130 | [&] (id_type left, id_type right) { |
| 131 | auto& leftTrans = game_.getEntityManager(). | ||
| 132 | getComponent<TransformableComponent>(left); | ||
| 154 | 133 | ||
| 155 | while (!collisions.empty()) | 134 | auto& rightTrans = game_.getEntityManager(). |
| 156 | { | 135 | getComponent<TransformableComponent>(right); |
| 157 | Collision collision = collisions.top(); | ||
| 158 | collisions.pop(); | ||
| 159 | |||
| 160 | // Make sure that they are still colliding | ||
| 161 | if (!collision.isColliding( | ||
| 162 | newX, | ||
| 163 | newY, | ||
| 164 | transformable.w, | ||
| 165 | transformable.h)) | ||
| 166 | { | ||
| 167 | continue; | ||
| 168 | } | ||
| 169 | 136 | ||
| 170 | bool touchedWall = false; | 137 | return (rightTrans.x < leftTrans.x); |
| 171 | bool stopProcessing = false; | 138 | }); |
| 172 | 139 | ||
| 173 | switch (collision.getType()) | 140 | for (id_type collider : colliders) |
| 174 | { | 141 | { |
| 175 | case Collision::Type::wall: | 142 | auto& colliderTrans = game_.getEntityManager(). |
| 143 | getComponent<TransformableComponent>(collider); | ||
| 144 | |||
| 145 | // Check if the entity would still move into the potential collider. | ||
| 146 | if (colliderTrans.x + colliderTrans.w <= result.newX) | ||
| 176 | { | 147 | { |
| 177 | touchedWall = true; | 148 | break; |
| 149 | } | ||
| 178 | 150 | ||
| 151 | auto& colliderPonder = game_.getEntityManager(). | ||
| 152 | getComponent<PonderableComponent>(collider); | ||
| 153 | |||
| 154 | processCollision( | ||
| 155 | entity, | ||
| 156 | collider, | ||
| 157 | Direction::left, | ||
| 158 | colliderPonder.colliderType, | ||
| 159 | colliderTrans.x + colliderTrans.w, | ||
| 160 | colliderTrans.y, | ||
| 161 | colliderTrans.y + colliderTrans.h, | ||
| 162 | result); | ||
| 163 | |||
| 164 | if (result.stopProcessing) | ||
| 165 | { | ||
| 179 | break; | 166 | break; |
| 180 | } | 167 | } |
| 168 | } | ||
| 181 | 169 | ||
| 182 | case Collision::Type::platform: | 170 | // If movement hasn't been stopped by an intermediary object, and |
| 171 | // collision checking hasn't been stopped, process the environmental | ||
| 172 | // boundaries closest to the entity. | ||
| 173 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 174 | { | ||
| 175 | double boundaryAxis = it->first; | ||
| 176 | |||
| 177 | for (; | ||
| 178 | (it != std::end(mappable.leftBoundaries)) && | ||
| 179 | (it->first == boundaryAxis); | ||
| 180 | it++) | ||
| 183 | { | 181 | { |
| 184 | if (game_.getEntityManager(). | 182 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) |
| 185 | hasComponent<OrientableComponent>(entity)) | ||
| 186 | { | 183 | { |
| 187 | auto& orientable = game_.getEntityManager(). | 184 | processCollision( |
| 188 | getComponent<OrientableComponent>(entity); | 185 | entity, |
| 189 | 186 | mapEntity, | |
| 190 | if (orientable.getDropState() != | 187 | Direction::left, |
| 191 | OrientableComponent::DropState::none) | 188 | it->second.type, |
| 189 | it->first, | ||
| 190 | it->second.lower, | ||
| 191 | it->second.upper, | ||
| 192 | result); | ||
| 193 | |||
| 194 | if (result.stopProcessing) | ||
| 192 | { | 195 | { |
| 193 | orientable.setDropState(OrientableComponent::DropState::active); | 196 | break; |
| 194 | } else { | ||
| 195 | touchedWall = true; | ||
| 196 | } | 197 | } |
| 197 | } else { | ||
| 198 | touchedWall = true; | ||
| 199 | } | 198 | } |
| 199 | } | ||
| 200 | } | ||
| 201 | } else if (result.newX > oldX) | ||
| 202 | { | ||
| 203 | bool boundaryCollision = false; | ||
| 204 | auto it = mappable.rightBoundaries.lower_bound(oldRight); | ||
| 205 | |||
| 206 | // Find the axis distance of the closest environmental boundary. | ||
| 207 | for (; | ||
| 208 | (it != std::end(mappable.rightBoundaries)) | ||
| 209 | && (it->first <= (result.newX + transformable.w)); | ||
| 210 | it++) | ||
| 211 | { | ||
| 212 | // Check that the boundary is in range for the other axis. | ||
| 213 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | ||
| 214 | { | ||
| 215 | // We have a collision! | ||
| 216 | boundaryCollision = true; | ||
| 200 | 217 | ||
| 201 | break; | 218 | break; |
| 202 | } | 219 | } |
| 220 | } | ||
| 221 | |||
| 222 | // Find a list of potential colliders, sorted so that the closest is | ||
| 223 | // first. | ||
| 224 | std::vector<id_type> colliders; | ||
| 203 | 225 | ||
| 204 | case Collision::Type::adjacency: | 226 | for (id_type collider : entities) |
| 227 | { | ||
| 228 | // Can't collide with self. | ||
| 229 | if (collider == entity) | ||
| 205 | { | 230 | { |
| 206 | auto& mappable = game_.getEntityManager(). | 231 | continue; |
| 207 | getComponent<MappableComponent>(collision.getCollider()); | 232 | } |
| 208 | 233 | ||
| 209 | auto& adj = [&] () -> const MappableComponent::Adjacent& { | 234 | auto& colliderPonder = game_.getEntityManager(). |
| 210 | switch (collision.getDirection()) | 235 | getComponent<PonderableComponent>(collider); |
| 211 | { | ||
| 212 | case Direction::left: return mappable.leftAdjacent; | ||
| 213 | case Direction::right: return mappable.rightAdjacent; | ||
| 214 | case Direction::up: return mappable.upAdjacent; | ||
| 215 | case Direction::down: return mappable.downAdjacent; | ||
| 216 | } | ||
| 217 | }(); | ||
| 218 | 236 | ||
| 219 | switch (adj.type) | 237 | // Only check objects that are active. |
| 220 | { | 238 | if (!colliderPonder.active) |
| 221 | case MappableComponent::Adjacent::Type::wall: | 239 | { |
| 222 | { | 240 | continue; |
| 223 | touchedWall = true; | 241 | } |
| 224 | 242 | ||
| 225 | break; | 243 | auto& colliderTrans = game_.getEntityManager(). |
| 226 | } | 244 | getComponent<TransformableComponent>(collider); |
| 245 | |||
| 246 | // Check if the entity would move into the potential collider, | ||
| 247 | if ((colliderTrans.x < result.newX + transformable.w) && | ||
| 248 | // that it wasn't already colliding, | ||
| 249 | (colliderTrans.x >= oldRight) && | ||
| 250 | // that the position on the other axis is in range, | ||
| 251 | (colliderTrans.y + colliderTrans.h > oldY) && | ||
| 252 | (colliderTrans.y < oldBottom) && | ||
| 253 | // and that the collider is not farther away than the environmental | ||
| 254 | // boundary. | ||
| 255 | (!boundaryCollision || (colliderTrans.x <= it->first))) | ||
| 256 | { | ||
| 257 | colliders.push_back(collider); | ||
| 258 | } | ||
| 259 | } | ||
| 227 | 260 | ||
| 228 | case MappableComponent::Adjacent::Type::wrap: | 261 | std::sort( |
| 229 | { | 262 | std::begin(colliders), |
| 230 | switch (collision.getDirection()) | 263 | std::end(colliders), |
| 231 | { | 264 | [&] (id_type left, id_type right) { |
| 232 | case Direction::left: | 265 | auto& leftTrans = game_.getEntityManager(). |
| 233 | { | 266 | getComponent<TransformableComponent>(left); |
| 234 | newX = GAME_WIDTH + WALL_GAP - transformable.w; | ||
| 235 | 267 | ||
| 236 | break; | 268 | auto& rightTrans = game_.getEntityManager(). |
| 237 | } | 269 | getComponent<TransformableComponent>(right); |
| 238 | 270 | ||
| 239 | case Direction::right: | 271 | return (leftTrans.x < rightTrans.x); |
| 240 | { | 272 | }); |
| 241 | newX = -WALL_GAP; | ||
| 242 | 273 | ||
| 243 | break; | 274 | for (id_type collider : colliders) |
| 244 | } | 275 | { |
| 276 | auto& colliderTrans = game_.getEntityManager(). | ||
| 277 | getComponent<TransformableComponent>(collider); | ||
| 245 | 278 | ||
| 246 | case Direction::up: | 279 | // Check if the entity would still move into the potential collider. |
| 247 | { | 280 | if (colliderTrans.x >= result.newX + transformable.w) |
| 248 | newY = MAP_HEIGHT * TILE_HEIGHT + WALL_GAP - transformable.h; | 281 | { |
| 282 | break; | ||
| 283 | } | ||
| 249 | 284 | ||
| 250 | break; | 285 | auto& colliderPonder = game_.getEntityManager(). |
| 251 | } | 286 | getComponent<PonderableComponent>(collider); |
| 252 | 287 | ||
| 253 | case Direction::down: | 288 | processCollision( |
| 254 | { | 289 | entity, |
| 255 | newY = -WALL_GAP; | 290 | collider, |
| 291 | Direction::right, | ||
| 292 | colliderPonder.colliderType, | ||
| 293 | colliderTrans.x, | ||
| 294 | colliderTrans.y, | ||
| 295 | colliderTrans.y + colliderTrans.h, | ||
| 296 | result); | ||
| 297 | |||
| 298 | if (result.stopProcessing) | ||
| 299 | { | ||
| 300 | break; | ||
| 301 | } | ||
| 302 | } | ||
| 256 | 303 | ||
| 257 | break; | 304 | // If movement hasn't been stopped by an intermediary object, and |
| 258 | } | 305 | // collision checking hasn't been stopped, process the environmental |
| 259 | } | 306 | // boundaries closest to the entity. |
| 260 | } | 307 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) |
| 308 | { | ||
| 309 | double boundaryAxis = it->first; | ||
| 261 | 310 | ||
| 262 | case MappableComponent::Adjacent::Type::warp: | 311 | for (; |
| 312 | (it != std::end(mappable.rightBoundaries)) && | ||
| 313 | (it->first == boundaryAxis); | ||
| 314 | it++) | ||
| 315 | { | ||
| 316 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | ||
| 317 | { | ||
| 318 | processCollision( | ||
| 319 | entity, | ||
| 320 | mapEntity, | ||
| 321 | Direction::right, | ||
| 322 | it->second.type, | ||
| 323 | it->first, | ||
| 324 | it->second.lower, | ||
| 325 | it->second.upper, | ||
| 326 | result); | ||
| 327 | |||
| 328 | if (result.stopProcessing) | ||
| 263 | { | 329 | { |
| 264 | if (game_.getEntityManager(). | ||
| 265 | hasComponent<PlayableComponent>(entity)) | ||
| 266 | { | ||
| 267 | adjacentlyWarping = true; | ||
| 268 | adjWarpDir = collision.getDirection(); | ||
| 269 | adjWarpMapId = adj.mapId; | ||
| 270 | } | ||
| 271 | |||
| 272 | break; | 330 | break; |
| 273 | } | 331 | } |
| 332 | } | ||
| 333 | } | ||
| 334 | } | ||
| 335 | } | ||
| 274 | 336 | ||
| 275 | case MappableComponent::Adjacent::Type::reverse: | 337 | // Find vertical collisions |
| 276 | { | 338 | result.touchedWall = false; |
| 277 | // TODO: not yet implemented. | ||
| 278 | 339 | ||
| 279 | break; | 340 | if ((!result.stopProcessing) && (result.newY < oldY)) |
| 280 | } | 341 | { |
| 281 | } | 342 | bool boundaryCollision = false; |
| 343 | auto it = mappable.upBoundaries.lower_bound(oldY); | ||
| 344 | |||
| 345 | // Find the axis distance of the closest environmental boundary. | ||
| 346 | for (; | ||
| 347 | (it != std::end(mappable.upBoundaries)) && | ||
| 348 | (it->first >= result.newY); | ||
| 349 | it++) | ||
| 350 | { | ||
| 351 | // Check that the boundary is in range for the other axis. | ||
| 352 | if ((result.newX + transformable.h > it->second.lower) && | ||
| 353 | (result.newX < it->second.upper)) | ||
| 354 | { | ||
| 355 | // We have a collision! | ||
| 356 | boundaryCollision = true; | ||
| 282 | 357 | ||
| 283 | break; | 358 | break; |
| 284 | } | 359 | } |
| 360 | } | ||
| 285 | 361 | ||
| 286 | case Collision::Type::danger: | 362 | // Find a list of potential colliders, sorted so that the closest is |
| 363 | // first. | ||
| 364 | std::vector<id_type> colliders; | ||
| 365 | |||
| 366 | for (id_type collider : entities) | ||
| 367 | { | ||
| 368 | // Can't collide with self. | ||
| 369 | if (collider == entity) | ||
| 287 | { | 370 | { |
| 288 | if (game_.getEntityManager(). | 371 | continue; |
| 289 | hasComponent<PlayableComponent>(entity)) | 372 | } |
| 290 | { | ||
| 291 | game_.getSystemManager().getSystem<PlayingSystem>().die(entity); | ||
| 292 | 373 | ||
| 293 | adjacentlyWarping = false; | 374 | auto& colliderPonder = game_.getEntityManager(). |
| 294 | } | 375 | getComponent<PonderableComponent>(collider); |
| 295 | 376 | ||
| 296 | stopProcessing = true; | 377 | // Only check objects that are active. |
| 378 | if (!colliderPonder.active) | ||
| 379 | { | ||
| 380 | continue; | ||
| 381 | } | ||
| 297 | 382 | ||
| 298 | break; | 383 | auto& colliderTrans = game_.getEntityManager(). |
| 384 | getComponent<TransformableComponent>(collider); | ||
| 385 | |||
| 386 | // Check if the entity would move into the potential collider, | ||
| 387 | if ((colliderTrans.y + colliderTrans.h > result.newY) && | ||
| 388 | // that it wasn't already colliding, | ||
| 389 | (colliderTrans.y + colliderTrans.h <= oldY) && | ||
| 390 | // that the position on the other axis is in range, | ||
| 391 | (colliderTrans.x + colliderTrans.w > result.newX) && | ||
| 392 | (colliderTrans.x < result.newX + transformable.w) && | ||
| 393 | // and that the collider is not farther away than the environmental | ||
| 394 | // boundary. | ||
| 395 | (!boundaryCollision || | ||
| 396 | (colliderTrans.y + colliderTrans.h >= it->first))) | ||
| 397 | { | ||
| 398 | colliders.push_back(collider); | ||
| 299 | } | 399 | } |
| 400 | } | ||
| 401 | |||
| 402 | std::sort( | ||
| 403 | std::begin(colliders), | ||
| 404 | std::end(colliders), | ||
| 405 | [&] (id_type left, id_type right) { | ||
| 406 | auto& leftTrans = game_.getEntityManager(). | ||
| 407 | getComponent<TransformableComponent>(left); | ||
| 408 | |||
| 409 | auto& rightTrans = game_.getEntityManager(). | ||
| 410 | getComponent<TransformableComponent>(right); | ||
| 300 | 411 | ||
| 301 | default: | 412 | return (rightTrans.y < leftTrans.y); |
| 413 | }); | ||
| 414 | |||
| 415 | for (id_type collider : colliders) | ||
| 416 | { | ||
| 417 | auto& colliderTrans = game_.getEntityManager(). | ||
| 418 | getComponent<TransformableComponent>(collider); | ||
| 419 | |||
| 420 | // Check if the entity would still move into the potential collider. | ||
| 421 | if (colliderTrans.y + colliderTrans.h <= result.newY) | ||
| 302 | { | 422 | { |
| 303 | // Not yet implemented. | 423 | break; |
| 424 | } | ||
| 425 | |||
| 426 | auto& colliderPonder = game_.getEntityManager(). | ||
| 427 | getComponent<PonderableComponent>(collider); | ||
| 304 | 428 | ||
| 429 | processCollision( | ||
| 430 | entity, | ||
| 431 | collider, | ||
| 432 | Direction::up, | ||
| 433 | colliderPonder.colliderType, | ||
| 434 | colliderTrans.y + colliderTrans.h, | ||
| 435 | colliderTrans.x, | ||
| 436 | colliderTrans.x + colliderTrans.w, | ||
| 437 | result); | ||
| 438 | |||
| 439 | if (result.stopProcessing) | ||
| 440 | { | ||
| 305 | break; | 441 | break; |
| 306 | } | 442 | } |
| 307 | } | 443 | } |
| 308 | 444 | ||
| 309 | if (stopProcessing) | 445 | // If movement hasn't been stopped by an intermediary object, and |
| 446 | // collision checking hasn't been stopped, process the environmental | ||
| 447 | // boundaries closest to the entity. | ||
| 448 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 310 | { | 449 | { |
| 311 | break; | 450 | double boundaryAxis = it->first; |
| 451 | |||
| 452 | for (; | ||
| 453 | (it != std::end(mappable.upBoundaries)) && | ||
| 454 | (it->first == boundaryAxis); | ||
| 455 | it++) | ||
| 456 | { | ||
| 457 | if ((result.newX + transformable.w > it->second.lower) && | ||
| 458 | (result.newX < it->second.upper)) | ||
| 459 | { | ||
| 460 | processCollision( | ||
| 461 | entity, | ||
| 462 | mapEntity, | ||
| 463 | Direction::up, | ||
| 464 | it->second.type, | ||
| 465 | it->first, | ||
| 466 | it->second.lower, | ||
| 467 | it->second.upper, | ||
| 468 | result); | ||
| 469 | |||
| 470 | if (result.stopProcessing) | ||
| 471 | { | ||
| 472 | break; | ||
| 473 | } | ||
| 474 | } | ||
| 475 | } | ||
| 312 | } | 476 | } |
| 477 | } else if ((!result.stopProcessing) && (result.newY > oldY)) | ||
| 478 | { | ||
| 479 | bool boundaryCollision = false; | ||
| 480 | auto it = mappable.downBoundaries.lower_bound(oldBottom); | ||
| 481 | |||
| 482 | // Find the axis distance of the closest environmental boundary. | ||
| 483 | for (; | ||
| 484 | (it != std::end(mappable.downBoundaries)) | ||
| 485 | && (it->first <= (result.newY + transformable.h)); | ||
| 486 | it++) | ||
| 487 | { | ||
| 488 | // Check that the boundary is in range for the other axis. | ||
| 489 | if ((result.newX + transformable.w > it->second.lower) && | ||
| 490 | (result.newX < it->second.upper)) | ||
| 491 | { | ||
| 492 | // We have a collision! | ||
| 493 | boundaryCollision = true; | ||
| 313 | 494 | ||
| 314 | if (touchedWall) | 495 | break; |
| 496 | } | ||
| 497 | } | ||
| 498 | |||
| 499 | // Find a list of potential colliders, sorted so that the closest is | ||
| 500 | // first. | ||
| 501 | std::vector<id_type> colliders; | ||
| 502 | |||
| 503 | for (id_type collider : entities) | ||
| 315 | { | 504 | { |
| 316 | switch (collision.getDirection()) | 505 | // Can't collide with self. |
| 506 | if (collider == entity) | ||
| 317 | { | 507 | { |
| 318 | case Direction::left: | 508 | continue; |
| 319 | { | 509 | } |
| 320 | newX = collision.getAxis(); | ||
| 321 | ponderable.velX = 0.0; | ||
| 322 | 510 | ||
| 323 | break; | 511 | auto& colliderPonder = game_.getEntityManager(). |
| 324 | } | 512 | getComponent<PonderableComponent>(collider); |
| 325 | 513 | ||
| 326 | case Direction::right: | 514 | // Only check objects that are active. |
| 327 | { | 515 | if (!colliderPonder.active) |
| 328 | newX = collision.getAxis() - transformable.w; | 516 | { |
| 329 | ponderable.velX = 0.0; | 517 | continue; |
| 518 | } | ||
| 330 | 519 | ||
| 331 | break; | 520 | auto& colliderTrans = game_.getEntityManager(). |
| 332 | } | 521 | getComponent<TransformableComponent>(collider); |
| 522 | |||
| 523 | // Check if the entity would move into the potential collider, | ||
| 524 | if ((colliderTrans.y < result.newY + transformable.h) && | ||
| 525 | // that it wasn't already colliding, | ||
| 526 | (colliderTrans.y >= oldBottom) && | ||
| 527 | // that the position on the other axis is in range, | ||
| 528 | (colliderTrans.x + colliderTrans.w > result.newX) && | ||
| 529 | (colliderTrans.x < result.newX + transformable.w) && | ||
| 530 | // and that the collider is not farther away than the environmental | ||
| 531 | // boundary. | ||
| 532 | (!boundaryCollision || (colliderTrans.y <= it->first))) | ||
| 533 | { | ||
| 534 | colliders.push_back(collider); | ||
| 535 | } | ||
| 536 | } | ||
| 333 | 537 | ||
| 334 | case Direction::up: | 538 | std::sort( |
| 335 | { | 539 | std::begin(colliders), |
| 336 | newY = collision.getAxis(); | 540 | std::end(colliders), |
| 337 | ponderable.velY = 0.0; | 541 | [&] (id_type left, id_type right) { |
| 542 | auto& leftTrans = game_.getEntityManager(). | ||
| 543 | getComponent<TransformableComponent>(left); | ||
| 338 | 544 | ||
| 339 | break; | 545 | auto& rightTrans = game_.getEntityManager(). |
| 340 | } | 546 | getComponent<TransformableComponent>(right); |
| 341 | 547 | ||
| 342 | case Direction::down: | 548 | return (leftTrans.y < rightTrans.y); |
| 343 | { | 549 | }); |
| 344 | newY = collision.getAxis() - transformable.h; | 550 | |
| 345 | ponderable.velY = 0.0; | 551 | for (id_type collider : colliders) |
| 346 | ponderable.grounded = true; | 552 | { |
| 553 | auto& colliderTrans = game_.getEntityManager(). | ||
| 554 | getComponent<TransformableComponent>(collider); | ||
| 555 | |||
| 556 | // Check if the entity would still move into the potential collider. | ||
| 557 | if (colliderTrans.y >= result.newY + transformable.h) | ||
| 558 | { | ||
| 559 | break; | ||
| 560 | } | ||
| 561 | |||
| 562 | auto& colliderPonder = game_.getEntityManager(). | ||
| 563 | getComponent<PonderableComponent>(collider); | ||
| 564 | |||
| 565 | processCollision( | ||
| 566 | entity, | ||
| 567 | collider, | ||
| 568 | Direction::down, | ||
| 569 | colliderPonder.colliderType, | ||
| 570 | colliderTrans.y, | ||
| 571 | colliderTrans.x, | ||
| 572 | colliderTrans.x + colliderTrans.w, | ||
| 573 | result); | ||
| 574 | |||
| 575 | if (result.stopProcessing) | ||
| 576 | { | ||
| 577 | break; | ||
| 578 | } | ||
| 579 | } | ||
| 580 | |||
| 581 | // If movement hasn't been stopped by an intermediary object, and | ||
| 582 | // collision checking hasn't been stopped, process the environmental | ||
| 583 | // boundaries closest to the entity. | ||
| 584 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 585 | { | ||
| 586 | double boundaryAxis = it->first; | ||
| 347 | 587 | ||
| 348 | break; | 588 | for (; |
| 589 | (it != std::end(mappable.downBoundaries)) && | ||
| 590 | (it->first == boundaryAxis); | ||
| 591 | it++) | ||
| 592 | { | ||
| 593 | if ((result.newX + transformable.w > it->second.lower) && | ||
| 594 | (result.newX < it->second.upper)) | ||
| 595 | { | ||
| 596 | processCollision( | ||
| 597 | entity, | ||
| 598 | mapEntity, | ||
| 599 | Direction::down, | ||
| 600 | it->second.type, | ||
| 601 | it->first, | ||
| 602 | it->second.lower, | ||
| 603 | it->second.upper, | ||
| 604 | result); | ||
| 605 | |||
| 606 | if (result.stopProcessing) | ||
| 607 | { | ||
| 608 | break; | ||
| 609 | } | ||
| 349 | } | 610 | } |
| 350 | } | 611 | } |
| 351 | } | 612 | } |
| 352 | } | 613 | } |
| 353 | 614 | ||
| 354 | // Move | 615 | // Move |
| 355 | transformable.x = newX; | 616 | transformable.x = result.newX; |
| 356 | transformable.y = newY; | 617 | transformable.y = result.newY; |
| 357 | 618 | ||
| 358 | // Perform cleanup for orientable entites | 619 | // Perform cleanup for orientable entites |
| 359 | if (game_.getEntityManager().hasComponent<OrientableComponent>(entity)) | 620 | if (game_.getEntityManager().hasComponent<OrientableComponent>(entity)) |
| @@ -381,12 +642,12 @@ void PonderingSystem::tick(double dt) | |||
| 381 | } | 642 | } |
| 382 | 643 | ||
| 383 | // Move to an adjacent map, if necessary | 644 | // Move to an adjacent map, if necessary |
| 384 | if (adjacentlyWarping) | 645 | if (result.adjacentlyWarping) |
| 385 | { | 646 | { |
| 386 | double warpX = newX; | 647 | double warpX = result.newX; |
| 387 | double warpY = newY; | 648 | double warpY = result.newY; |
| 388 | 649 | ||
| 389 | switch (adjWarpDir) | 650 | switch (result.adjWarpDir) |
| 390 | { | 651 | { |
| 391 | case Direction::left: | 652 | case Direction::left: |
| 392 | { | 653 | { |
| @@ -420,7 +681,7 @@ void PonderingSystem::tick(double dt) | |||
| 420 | game_.getSystemManager().getSystem<PlayingSystem>(). | 681 | game_.getSystemManager().getSystem<PlayingSystem>(). |
| 421 | changeMap( | 682 | changeMap( |
| 422 | entity, | 683 | entity, |
| 423 | adjWarpMapId, | 684 | result.adjWarpMapId, |
| 424 | warpX, | 685 | warpX, |
| 425 | warpY); | 686 | warpY); |
| 426 | } | 687 | } |
| @@ -453,3 +714,196 @@ void PonderingSystem::initPrototype(id_type prototype) | |||
| 453 | ponderable.frozen = false; | 714 | ponderable.frozen = false; |
| 454 | ponderable.collidable = true; | 715 | ponderable.collidable = true; |
| 455 | } | 716 | } |
| 717 | |||
| 718 | void PonderingSystem::processCollision( | ||
| 719 | id_type entity, | ||
| 720 | id_type collider, | ||
| 721 | Direction dir, | ||
| 722 | PonderableComponent::Collision type, | ||
| 723 | double axis, | ||
| 724 | double lower, | ||
| 725 | double upper, | ||
| 726 | CollisionResult& result) | ||
| 727 | { | ||
| 728 | auto& ponderable = game_.getEntityManager(). | ||
| 729 | getComponent<PonderableComponent>(entity); | ||
| 730 | |||
| 731 | auto& transformable = game_.getEntityManager(). | ||
| 732 | getComponent<TransformableComponent>(entity); | ||
| 733 | |||
| 734 | switch (type) | ||
| 735 | { | ||
| 736 | case PonderableComponent::Collision::wall: | ||
| 737 | { | ||
| 738 | result.touchedWall = true; | ||
| 739 | |||
| 740 | break; | ||
| 741 | } | ||
| 742 | |||
| 743 | case PonderableComponent::Collision::platform: | ||
| 744 | { | ||
| 745 | if (game_.getEntityManager(). | ||
| 746 | hasComponent<OrientableComponent>(entity)) | ||
| 747 | { | ||
| 748 | auto& orientable = game_.getEntityManager(). | ||
| 749 | getComponent<OrientableComponent>(entity); | ||
| 750 | |||
| 751 | if (orientable.getDropState() != | ||
| 752 | OrientableComponent::DropState::none) | ||
| 753 | { | ||
| 754 | orientable.setDropState(OrientableComponent::DropState::active); | ||
| 755 | } else { | ||
| 756 | result.touchedWall = true; | ||
| 757 | } | ||
| 758 | } else { | ||
| 759 | result.touchedWall = true; | ||
| 760 | } | ||
| 761 | |||
| 762 | break; | ||
| 763 | } | ||
| 764 | |||
| 765 | case PonderableComponent::Collision::adjacency: | ||
| 766 | { | ||
| 767 | auto& mappable = game_.getEntityManager(). | ||
| 768 | getComponent<MappableComponent>(collider); | ||
| 769 | |||
| 770 | auto& adj = [&] () -> const MappableComponent::Adjacent& { | ||
| 771 | switch (dir) | ||
| 772 | { | ||
| 773 | case Direction::left: return mappable.leftAdjacent; | ||
| 774 | case Direction::right: return mappable.rightAdjacent; | ||
| 775 | case Direction::up: return mappable.upAdjacent; | ||
| 776 | case Direction::down: return mappable.downAdjacent; | ||
| 777 | } | ||
| 778 | }(); | ||
| 779 | |||
| 780 | switch (adj.type) | ||
| 781 | { | ||
| 782 | case MappableComponent::Adjacent::Type::wall: | ||
| 783 | { | ||
| 784 | result.touchedWall = true; | ||
| 785 | |||
| 786 | break; | ||
| 787 | } | ||
| 788 | |||
| 789 | case MappableComponent::Adjacent::Type::wrap: | ||
| 790 | { | ||
| 791 | switch (dir) | ||
| 792 | { | ||
| 793 | case Direction::left: | ||
| 794 | { | ||
| 795 | result.newX = GAME_WIDTH + WALL_GAP - transformable.w; | ||
| 796 | |||
| 797 | break; | ||
| 798 | } | ||
| 799 | |||
| 800 | case Direction::right: | ||
| 801 | { | ||
| 802 | result.newX = -WALL_GAP; | ||
| 803 | |||
| 804 | break; | ||
| 805 | } | ||
| 806 | |||
| 807 | case Direction::up: | ||
| 808 | { | ||
| 809 | result.newY = | ||
| 810 | MAP_HEIGHT * TILE_HEIGHT + WALL_GAP - transformable.h; | ||
| 811 | |||
| 812 | break; | ||
| 813 | } | ||
| 814 | |||
| 815 | case Direction::down: | ||
| 816 | { | ||
| 817 | result.newY = -WALL_GAP; | ||
| 818 | |||
| 819 | break; | ||
| 820 | } | ||
| 821 | } | ||
| 822 | } | ||
| 823 | |||
| 824 | case MappableComponent::Adjacent::Type::warp: | ||
| 825 | { | ||
| 826 | if (game_.getEntityManager(). | ||
| 827 | hasComponent<PlayableComponent>(entity)) | ||
| 828 | { | ||
| 829 | result.adjacentlyWarping = true; | ||
| 830 | result.adjWarpDir = dir; | ||
| 831 | result.adjWarpMapId = adj.mapId; | ||
| 832 | } | ||
| 833 | |||
| 834 | break; | ||
| 835 | } | ||
| 836 | |||
| 837 | case MappableComponent::Adjacent::Type::reverse: | ||
| 838 | { | ||
| 839 | // TODO: not yet implemented. | ||
| 840 | |||
| 841 | break; | ||
| 842 | } | ||
| 843 | } | ||
| 844 | |||
| 845 | break; | ||
| 846 | } | ||
| 847 | |||
| 848 | case PonderableComponent::Collision::danger: | ||
| 849 | { | ||
| 850 | if (game_.getEntityManager(). | ||
| 851 | hasComponent<PlayableComponent>(entity)) | ||
| 852 | { | ||
| 853 | game_.getSystemManager().getSystem<PlayingSystem>().die(entity); | ||
| 854 | |||
| 855 | result.adjacentlyWarping = false; | ||
| 856 | } | ||
| 857 | |||
| 858 | result.stopProcessing = true; | ||
| 859 | |||
| 860 | break; | ||
| 861 | } | ||
| 862 | |||
| 863 | default: | ||
| 864 | { | ||
| 865 | // Not yet implemented. | ||
| 866 | |||
| 867 | break; | ||
| 868 | } | ||
| 869 | } | ||
| 870 | |||
| 871 | if (!result.stopProcessing && result.touchedWall) | ||
| 872 | { | ||
| 873 | switch (dir) | ||
| 874 | { | ||
| 875 | case Direction::left: | ||
| 876 | { | ||
| 877 | result.newX = axis; | ||
| 878 | ponderable.velX = 0.0; | ||
| 879 | |||
| 880 | break; | ||
| 881 | } | ||
| 882 | |||
| 883 | case Direction::right: | ||
| 884 | { | ||
| 885 | result.newX = axis - transformable.w; | ||
| 886 | ponderable.velX = 0.0; | ||
| 887 | |||
| 888 | break; | ||
| 889 | } | ||
| 890 | |||
| 891 | case Direction::up: | ||
| 892 | { | ||
| 893 | result.newY = axis; | ||
| 894 | ponderable.velY = 0.0; | ||
| 895 | |||
| 896 | break; | ||
| 897 | } | ||
| 898 | |||
| 899 | case Direction::down: | ||
| 900 | { | ||
| 901 | result.newY = axis - transformable.h; | ||
| 902 | ponderable.velY = 0.0; | ||
| 903 | ponderable.grounded = true; | ||
| 904 | |||
| 905 | break; | ||
| 906 | } | ||
| 907 | } | ||
| 908 | } | ||
| 909 | } | ||
| diff --git a/src/systems/pondering.h b/src/systems/pondering.h index 58e6496..aa430db 100644 --- a/src/systems/pondering.h +++ b/src/systems/pondering.h | |||
| @@ -18,6 +18,29 @@ public: | |||
| 18 | 18 | ||
| 19 | void initPrototype(id_type prototype); | 19 | void initPrototype(id_type prototype); |
| 20 | 20 | ||
| 21 | private: | ||
| 22 | |||
| 23 | struct CollisionResult | ||
| 24 | { | ||
| 25 | double newX; | ||
| 26 | double newY; | ||
| 27 | bool stopProcessing = false; | ||
| 28 | bool touchedWall = false; | ||
| 29 | bool adjacentlyWarping = false; | ||
| 30 | Direction adjWarpDir; | ||
| 31 | size_t adjWarpMapId; | ||
| 32 | }; | ||
| 33 | |||
| 34 | void processCollision( | ||
| 35 | id_type entity, | ||
| 36 | id_type collider, | ||
| 37 | Direction dir, | ||
| 38 | PonderableComponent::Collision type, | ||
| 39 | double axis, | ||
| 40 | double lower, | ||
| 41 | double upper, | ||
| 42 | CollisionResult& result); | ||
| 43 | |||
| 21 | }; | 44 | }; |
| 22 | 45 | ||
| 23 | #endif /* end of include guard: PONDERING_H_F2530E0E */ | 46 | #endif /* end of include guard: PONDERING_H_F2530E0E */ |
| diff --git a/src/systems/realizing.cpp b/src/systems/realizing.cpp index c86dd5e..3656acb 100644 --- a/src/systems/realizing.cpp +++ b/src/systems/realizing.cpp | |||
| @@ -207,6 +207,10 @@ EntityManager::id_type RealizingSystem::initSingleton( | |||
| 207 | 207 | ||
| 208 | animatable.origAnimation = "static"; | 208 | animatable.origAnimation = "static"; |
| 209 | 209 | ||
| 210 | // Create a physics body. | ||
| 211 | game_.getSystemManager().getSystem<PonderingSystem>(). | ||
| 212 | initializeBody(mapObject, PonderableComponent::Type::vacuumed); | ||
| 213 | |||
| 210 | mappable.objects.push_back(mapObject); | 214 | mappable.objects.push_back(mapObject); |
| 211 | } else if (!xmlStrcmp( | 215 | } else if (!xmlStrcmp( |
| 212 | mapNode->name, | 216 | mapNode->name, |
