diff options
Diffstat (limited to 'src/components.cpp')
| -rw-r--r-- | src/components.cpp | 630 |
1 files changed, 0 insertions, 630 deletions
| diff --git a/src/components.cpp b/src/components.cpp deleted file mode 100644 index 512fbed..0000000 --- a/src/components.cpp +++ /dev/null | |||
| @@ -1,630 +0,0 @@ | |||
| 1 | #include "components.h" | ||
| 2 | #include "game.h" | ||
| 3 | #include "muxer.h" | ||
| 4 | #include "map.h" | ||
| 5 | |||
| 6 | // User movement component | ||
| 7 | |||
| 8 | void UserMovementComponent::input(Game& game, Entity& entity, int key, int action) | ||
| 9 | { | ||
| 10 | if (action == GLFW_PRESS) | ||
| 11 | { | ||
| 12 | if (key == GLFW_KEY_LEFT) | ||
| 13 | { | ||
| 14 | holdingLeft = true; | ||
| 15 | |||
| 16 | if (!frozen) | ||
| 17 | { | ||
| 18 | entity.send(game, Message::Type::walkLeft); | ||
| 19 | } | ||
| 20 | } else if (key == GLFW_KEY_RIGHT) | ||
| 21 | { | ||
| 22 | holdingRight = true; | ||
| 23 | |||
| 24 | if (!frozen) | ||
| 25 | { | ||
| 26 | entity.send(game, Message::Type::walkRight); | ||
| 27 | } | ||
| 28 | } else if (key == GLFW_KEY_UP) | ||
| 29 | { | ||
| 30 | if (!frozen) | ||
| 31 | { | ||
| 32 | entity.send(game, Message::Type::jump); | ||
| 33 | } | ||
| 34 | } else if (key == GLFW_KEY_DOWN) | ||
| 35 | { | ||
| 36 | if (!frozen) | ||
| 37 | { | ||
| 38 | entity.send(game, Message::Type::canDrop); | ||
| 39 | } | ||
| 40 | } | ||
| 41 | } else if (action == GLFW_RELEASE) | ||
| 42 | { | ||
| 43 | if (key == GLFW_KEY_LEFT) | ||
| 44 | { | ||
| 45 | holdingLeft = false; | ||
| 46 | |||
| 47 | if (!frozen) | ||
| 48 | { | ||
| 49 | if (holdingRight) | ||
| 50 | { | ||
| 51 | entity.send(game, Message::Type::walkRight); | ||
| 52 | } else { | ||
| 53 | entity.send(game, Message::Type::stopWalking); | ||
| 54 | } | ||
| 55 | } | ||
| 56 | } else if (key == GLFW_KEY_RIGHT) | ||
| 57 | { | ||
| 58 | holdingRight = false; | ||
| 59 | |||
| 60 | if (!frozen) | ||
| 61 | { | ||
| 62 | if (holdingLeft) | ||
| 63 | { | ||
| 64 | entity.send(game, Message::Type::walkLeft); | ||
| 65 | } else { | ||
| 66 | entity.send(game, Message::Type::stopWalking); | ||
| 67 | } | ||
| 68 | } | ||
| 69 | } else if (key == GLFW_KEY_DOWN) | ||
| 70 | { | ||
| 71 | if (!frozen) | ||
| 72 | { | ||
| 73 | entity.send(game, Message::Type::cantDrop); | ||
| 74 | } | ||
| 75 | } else if (key == GLFW_KEY_UP) | ||
| 76 | { | ||
| 77 | if (!frozen) | ||
| 78 | { | ||
| 79 | entity.send(game, Message::Type::stopJump); | ||
| 80 | } | ||
| 81 | } | ||
| 82 | } | ||
| 83 | } | ||
| 84 | |||
| 85 | void UserMovementComponent::receive(Game& game, Entity& entity, const Message& msg) | ||
| 86 | { | ||
| 87 | if (msg.type == Message::Type::die) | ||
| 88 | { | ||
| 89 | frozen = true; | ||
| 90 | |||
| 91 | entity.send(game, Message::Type::stopWalking); | ||
| 92 | } else if (msg.type == Message::Type::stopDying) | ||
| 93 | { | ||
| 94 | frozen = false; | ||
| 95 | |||
| 96 | if (holdingLeft) | ||
| 97 | { | ||
| 98 | entity.send(game, Message::Type::walkLeft); | ||
| 99 | } else if (holdingRight) | ||
| 100 | { | ||
| 101 | entity.send(game, Message::Type::walkRight); | ||
| 102 | } | ||
| 103 | } | ||
| 104 | } | ||
| 105 | |||
| 106 | // Physics component | ||
| 107 | |||
| 108 | void PhysicsBodyComponent::receive(Game&, Entity&, const Message& msg) | ||
| 109 | { | ||
| 110 | if (msg.type == Message::Type::walkLeft) | ||
| 111 | { | ||
| 112 | velocity.first = -90; | ||
| 113 | } else if (msg.type == Message::Type::walkRight) | ||
| 114 | { | ||
| 115 | velocity.first = 90; | ||
| 116 | } else if (msg.type == Message::Type::stopWalking) | ||
| 117 | { | ||
| 118 | velocity.first = 0.0; | ||
| 119 | } else if (msg.type == Message::Type::stopMovingHorizontally) | ||
| 120 | { | ||
| 121 | velocity.first = 0.0; | ||
| 122 | } else if (msg.type == Message::Type::stopMovingVertically) | ||
| 123 | { | ||
| 124 | velocity.second = 0.0; | ||
| 125 | } | ||
| 126 | } | ||
| 127 | |||
| 128 | void PhysicsBodyComponent::tick(Game&, Entity& entity, double dt) | ||
| 129 | { | ||
| 130 | // Accelerate | ||
| 131 | velocity.first += accel.first * dt; | ||
| 132 | velocity.second += accel.second * dt; | ||
| 133 | |||
| 134 | // Terminal velocity | ||
| 135 | #define TERMINAL_VELOCITY_X (2 * TILE_WIDTH * FRAMES_PER_SECOND) | ||
| 136 | #define TERMINAL_VELOCITY_Y (2 * TILE_HEIGHT * FRAMES_PER_SECOND) | ||
| 137 | if (velocity.first < -TERMINAL_VELOCITY_X) velocity.first = -TERMINAL_VELOCITY_X; | ||
| 138 | if (velocity.first > TERMINAL_VELOCITY_X) velocity.first = TERMINAL_VELOCITY_X; | ||
| 139 | if (velocity.second < -TERMINAL_VELOCITY_Y) velocity.second = -TERMINAL_VELOCITY_Y; | ||
| 140 | if (velocity.second > TERMINAL_VELOCITY_Y) velocity.second = TERMINAL_VELOCITY_Y; | ||
| 141 | |||
| 142 | // Do the movement | ||
| 143 | entity.position.first += velocity.first * dt; | ||
| 144 | entity.position.second += velocity.second * dt; | ||
| 145 | } | ||
| 146 | |||
| 147 | void PhysicsBodyComponent::detectCollision(Game& game, Entity& entity, Entity& collider, std::pair<double, double> old_position) | ||
| 148 | { | ||
| 149 | // If already colliding, do nothing! | ||
| 150 | if ((old_position.first + collider.size.first > entity.position.first) | ||
| 151 | && (old_position.first < entity.position.first + entity.size.first) | ||
| 152 | && (old_position.second + collider.size.second > entity.position.second) | ||
| 153 | && (old_position.second < entity.position.second + entity.size.second)) | ||
| 154 | { | ||
| 155 | return; | ||
| 156 | } | ||
| 157 | |||
| 158 | // If newly colliding, SHOCK AND HORROR! | ||
| 159 | if ((collider.position.first + collider.size.first > entity.position.first) | ||
| 160 | && (collider.position.first < entity.position.first + entity.size.first) | ||
| 161 | && (collider.position.second + collider.size.second > entity.position.second) | ||
| 162 | && (collider.position.second < entity.position.second + entity.size.second)) | ||
| 163 | { | ||
| 164 | Message msg(Message::Type::collision); | ||
| 165 | msg.collisionEntity = &collider; | ||
| 166 | |||
| 167 | entity.send(game, msg); | ||
| 168 | } | ||
| 169 | } | ||
| 170 | |||
| 171 | // Render player | ||
| 172 | |||
| 173 | void PlayerSpriteComponent::render(Game&, Entity& entity, Texture& buffer) | ||
| 174 | { | ||
| 175 | animFrame++; | ||
| 176 | |||
| 177 | int frame = 0; | ||
| 178 | if (isMoving) | ||
| 179 | { | ||
| 180 | frame += 2; | ||
| 181 | |||
| 182 | if (animFrame % 20 < 10) | ||
| 183 | { | ||
| 184 | frame += 2; | ||
| 185 | } | ||
| 186 | } | ||
| 187 | |||
| 188 | if (facingLeft) | ||
| 189 | { | ||
| 190 | frame++; | ||
| 191 | } | ||
| 192 | |||
| 193 | double alpha = 1.0; | ||
| 194 | if (dying && (animFrame % 4 < 2)) | ||
| 195 | { | ||
| 196 | alpha = 0.0; | ||
| 197 | } | ||
| 198 | |||
| 199 | Rectangle src_rect {frame*10, 0, 10, 12}; | ||
| 200 | Rectangle dst_rect {(int) entity.position.first, (int) entity.position.second, entity.size.first, entity.size.second}; | ||
| 201 | buffer.blit(sprite, src_rect, dst_rect, alpha); | ||
| 202 | } | ||
| 203 | |||
| 204 | void PlayerSpriteComponent::receive(Game&, Entity&, const Message& msg) | ||
| 205 | { | ||
| 206 | if (msg.type == Message::Type::walkLeft) | ||
| 207 | { | ||
| 208 | facingLeft = true; | ||
| 209 | isMoving = true; | ||
| 210 | } else if (msg.type == Message::Type::walkRight) | ||
| 211 | { | ||
| 212 | facingLeft = false; | ||
| 213 | isMoving = true; | ||
| 214 | } else if (msg.type == Message::Type::stopWalking) | ||
| 215 | { | ||
| 216 | isMoving = false; | ||
| 217 | } else if (msg.type == Message::Type::die) | ||
| 218 | { | ||
| 219 | dying = true; | ||
| 220 | isMoving = false; | ||
| 221 | } else if (msg.type == Message::Type::stopDying) | ||
| 222 | { | ||
| 223 | dying = false; | ||
| 224 | } | ||
| 225 | } | ||
| 226 | |||
| 227 | // Player physics | ||
| 228 | |||
| 229 | #define JUMP_VELOCITY(h, l) (-2 * (h) / (l)) | ||
| 230 | #define JUMP_GRAVITY(h, l) (2 * ((h) / (l)) / (l)) | ||
| 231 | |||
| 232 | PlayerPhysicsComponent::PlayerPhysicsComponent() | ||
| 233 | { | ||
| 234 | jump_velocity = JUMP_VELOCITY(TILE_HEIGHT*4.5, 0.3); | ||
| 235 | jump_gravity = JUMP_GRAVITY(TILE_HEIGHT*4.5, 0.3); | ||
| 236 | jump_gravity_short = JUMP_GRAVITY(TILE_HEIGHT*3.5, 0.233); | ||
| 237 | |||
| 238 | accel.second = jump_gravity_short; | ||
| 239 | } | ||
| 240 | |||
| 241 | void PlayerPhysicsComponent::receive(Game&, Entity& entity, const Message& msg) | ||
| 242 | { | ||
| 243 | if (msg.type == Message::Type::walkLeft) | ||
| 244 | { | ||
| 245 | velocity.first = -90; | ||
| 246 | direction = -1; | ||
| 247 | } else if (msg.type == Message::Type::walkRight) | ||
| 248 | { | ||
| 249 | velocity.first = 90; | ||
| 250 | direction = 1; | ||
| 251 | } else if (msg.type == Message::Type::stopWalking) | ||
| 252 | { | ||
| 253 | velocity.first = 0.0; | ||
| 254 | direction = 0; | ||
| 255 | } else if (msg.type == Message::Type::stopMovingHorizontally) | ||
| 256 | { | ||
| 257 | velocity.first = 0.0; | ||
| 258 | } else if (msg.type == Message::Type::stopMovingVertically) | ||
| 259 | { | ||
| 260 | velocity.second = 0.0; | ||
| 261 | } else if (msg.type == Message::Type::jump) | ||
| 262 | { | ||
| 263 | playSound("../res/Randomize87.wav", 0.25); | ||
| 264 | |||
| 265 | velocity.second = jump_velocity; | ||
| 266 | accel.second = jump_gravity; | ||
| 267 | } else if (msg.type == Message::Type::stopJump) | ||
| 268 | { | ||
| 269 | accel.second = jump_gravity_short; | ||
| 270 | } else if (msg.type == Message::Type::canDrop) | ||
| 271 | { | ||
| 272 | canDrop = true; | ||
| 273 | } else if (msg.type == Message::Type::cantDrop) | ||
| 274 | { | ||
| 275 | canDrop = false; | ||
| 276 | } else if (msg.type == Message::Type::drop) | ||
| 277 | { | ||
| 278 | if (canDrop) | ||
| 279 | { | ||
| 280 | canDrop = false; | ||
| 281 | } else { | ||
| 282 | entity.position.second = msg.dropAxis - entity.size.second; | ||
| 283 | velocity.second = 0; | ||
| 284 | } | ||
| 285 | } else if (msg.type == Message::Type::die) | ||
| 286 | { | ||
| 287 | frozen = true; | ||
| 288 | } else if (msg.type == Message::Type::stopDying) | ||
| 289 | { | ||
| 290 | frozen = false; | ||
| 291 | } | ||
| 292 | } | ||
| 293 | |||
| 294 | void PlayerPhysicsComponent::tick(Game& game, Entity& entity, double dt) | ||
| 295 | { | ||
| 296 | // If frozen, do nothing | ||
| 297 | if (frozen) | ||
| 298 | { | ||
| 299 | return; | ||
| 300 | } | ||
| 301 | |||
| 302 | // Continue walking even if blocked earlier | ||
| 303 | if (velocity.first == 0) | ||
| 304 | { | ||
| 305 | if (direction < 0) | ||
| 306 | { | ||
| 307 | velocity.first = -90; | ||
| 308 | } else if (direction > 0) | ||
| 309 | { | ||
| 310 | velocity.first = 90; | ||
| 311 | } | ||
| 312 | } | ||
| 313 | |||
| 314 | // Increase gravity at the height of jump | ||
| 315 | if ((accel.second == jump_gravity) && (velocity.second >= 0)) | ||
| 316 | { | ||
| 317 | accel.second = jump_gravity_short; | ||
| 318 | } | ||
| 319 | |||
| 320 | // Do the movement | ||
| 321 | std::pair<double, double> old_position = entity.position; | ||
| 322 | PhysicsBodyComponent::tick(game, entity, dt); | ||
| 323 | |||
| 324 | // Check for collisions | ||
| 325 | game.detectCollision(entity, old_position); | ||
| 326 | } | ||
| 327 | |||
| 328 | // Map rendering | ||
| 329 | |||
| 330 | MapRenderComponent::MapRenderComponent(const Map& map) | ||
| 331 | { | ||
| 332 | screen.fill(screen.entirety(), 0, 0, 0); | ||
| 333 | |||
| 334 | Texture tiles("../res/tiles.png"); | ||
| 335 | |||
| 336 | for (int i=0; i<MAP_WIDTH*(MAP_HEIGHT-1); i++) | ||
| 337 | { | ||
| 338 | int tile = map.getMapdata()[i]; | ||
| 339 | int x = i % MAP_WIDTH; | ||
| 340 | int y = i / MAP_WIDTH; | ||
| 341 | Rectangle dst {x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT}; | ||
| 342 | Rectangle src {tile%8*TILE_WIDTH, tile/8*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT}; | ||
| 343 | |||
| 344 | if (tile > 0) | ||
| 345 | { | ||
| 346 | screen.blit(tiles, src, dst); | ||
| 347 | } | ||
| 348 | } | ||
| 349 | |||
| 350 | Texture font("../res/font.bmp"); | ||
| 351 | const char* map_name = map.getTitle(); | ||
| 352 | int start_x = (40/2) - (strlen(map_name)/2); | ||
| 353 | for (size_t i=0; i<strlen(map_name); i++) | ||
| 354 | { | ||
| 355 | Rectangle srcRect {map_name[i] % 16 * 8, map_name[i] / 16 * 8, 8, 8}; | ||
| 356 | Rectangle dstRect {(start_x + (int)i)*8, 24*8, 8, 8}; | ||
| 357 | screen.blit(font, srcRect, dstRect); | ||
| 358 | } | ||
| 359 | } | ||
| 360 | |||
| 361 | void MapRenderComponent::render(Game&, Entity&, Texture& buffer) | ||
| 362 | { | ||
| 363 | buffer.blit(screen, screen.entirety(), buffer.entirety()); | ||
| 364 | } | ||
| 365 | |||
| 366 | // Map collision | ||
| 367 | |||
| 368 | MapCollisionComponent::MapCollisionComponent(const Map& map) : map(map) | ||
| 369 | { | ||
| 370 | addCollision(-6, 0, GAME_WIDTH, Direction::left, (map.getLeftMap() == nullptr) ? Collision::Type::wrap : Collision::Type::teleport); | ||
| 371 | addCollision(GAME_WIDTH+6, 0, GAME_WIDTH, Direction::right, (map.getRightMap() == nullptr) ? Collision::Type::reverse : Collision::Type::teleport); | ||
| 372 | |||
| 373 | for (int i=0; i<MAP_WIDTH*(MAP_HEIGHT-1); i++) | ||
| 374 | { | ||
| 375 | int x = i % MAP_WIDTH; | ||
| 376 | int y = i / MAP_WIDTH; | ||
| 377 | int tile = map.getMapdata()[i]; | ||
| 378 | |||
| 379 | if ((tile > 0) && (tile < 28) && (!((tile >= 5) && (tile <= 7)))) | ||
| 380 | { | ||
| 381 | addCollision(x*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, Direction::right, Collision::Type::wall); | ||
| 382 | addCollision((x+1)*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, Direction::left, Collision::Type::wall); | ||
| 383 | addCollision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, Direction::down, Collision::Type::wall); | ||
| 384 | addCollision((y+1)*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, Direction::up, Collision::Type::wall); | ||
| 385 | } else if ((tile >= 5) && (tile <= 7)) | ||
| 386 | { | ||
| 387 | addCollision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, Direction::down, Collision::Type::platform); | ||
| 388 | } else if (tile == 42) | ||
| 389 | { | ||
| 390 | addCollision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, Direction::down, Collision::Type::danger); | ||
| 391 | } | ||
| 392 | } | ||
| 393 | } | ||
| 394 | |||
| 395 | void MapCollisionComponent::addCollision(int axis, int lower, int upper, Direction dir, Collision::Type type) | ||
| 396 | { | ||
| 397 | std::list<Collision>::iterator it; | ||
| 398 | |||
| 399 | switch (dir) | ||
| 400 | { | ||
| 401 | case Direction::up: | ||
| 402 | it = up_collisions.begin(); | ||
| 403 | for (; it!=up_collisions.end(); it++) | ||
| 404 | { | ||
| 405 | if (it->axis < axis) break; | ||
| 406 | } | ||
| 407 | |||
| 408 | up_collisions.insert(it, {axis, lower, upper, type}); | ||
| 409 | |||
| 410 | break; | ||
| 411 | case Direction::down: | ||
| 412 | it = down_collisions.begin(); | ||
| 413 | for (; it!=down_collisions.end(); it++) | ||
| 414 | { | ||
| 415 | if (it->axis > axis) break; | ||
| 416 | } | ||
| 417 | |||
| 418 | down_collisions.insert(it, {axis, lower, upper, type}); | ||
| 419 | |||
| 420 | break; | ||
| 421 | case Direction::left: | ||
| 422 | it = left_collisions.begin(); | ||
| 423 | for (; it!=left_collisions.end(); it++) | ||
| 424 | { | ||
| 425 | if (it->axis < axis) break; | ||
| 426 | } | ||
| 427 | |||
| 428 | left_collisions.insert(it, {axis, lower, upper, type}); | ||
| 429 | |||
| 430 | break; | ||
| 431 | case Direction::right: | ||
| 432 | it = right_collisions.begin(); | ||
| 433 | for (; it!=right_collisions.end(); it++) | ||
| 434 | { | ||
| 435 | if (it->axis > axis) break; | ||
| 436 | } | ||
| 437 | |||
| 438 | right_collisions.insert(it, {axis, lower, upper, type}); | ||
| 439 | |||
| 440 | break; | ||
| 441 | } | ||
| 442 | } | ||
| 443 | |||
| 444 | void MapCollisionComponent::detectCollision(Game& game, Entity&, Entity& collider, std::pair<double, double> old_position) | ||
| 445 | { | ||
| 446 | int fixed_x = (int) collider.position.first; | ||
| 447 | int fixed_y = (int) collider.position.second; | ||
| 448 | int fixed_ox = (int) old_position.first; | ||
| 449 | int fixed_oy = (int) old_position.second; | ||
| 450 | |||
| 451 | if (fixed_x < fixed_ox) | ||
| 452 | { | ||
| 453 | for (auto collision : left_collisions) | ||
| 454 | { | ||
| 455 | if (collision.axis > fixed_ox) continue; | ||
| 456 | if (collision.axis < fixed_x) break; | ||
| 457 | |||
| 458 | if ((fixed_oy+collider.size.second > collision.lower) && (fixed_oy < collision.upper)) | ||
| 459 | { | ||
| 460 | // We have a collision! | ||
| 461 | if (processCollision(game, collider, collision, Direction::left)) | ||
| 462 | { | ||
| 463 | collider.position.second = old_position.second; | ||
| 464 | |||
| 465 | return; | ||
| 466 | } | ||
| 467 | |||
| 468 | break; | ||
| 469 | } | ||
| 470 | } | ||
| 471 | } else if (fixed_x > fixed_ox) | ||
| 472 | { | ||
| 473 | for (auto collision : right_collisions) | ||
| 474 | { | ||
| 475 | if (collision.axis < fixed_ox+collider.size.first) continue; | ||
| 476 | if (collision.axis > fixed_x+collider.size.first) break; | ||
| 477 | |||
| 478 | if ((fixed_oy+collider.size.second > collision.lower) && (fixed_oy < collision.upper)) | ||
| 479 | { | ||
| 480 | // We have a collision! | ||
| 481 | if (processCollision(game, collider, collision, Direction::right)) | ||
| 482 | { | ||
| 483 | collider.position.second = old_position.second; | ||
| 484 | |||
| 485 | return; | ||
| 486 | } | ||
| 487 | |||
| 488 | break; | ||
| 489 | } | ||
| 490 | } | ||
| 491 | } | ||
| 492 | |||
| 493 | fixed_x = (int) collider.position.first; | ||
| 494 | fixed_y = (int) collider.position.second; | ||
| 495 | |||
| 496 | if (fixed_y < fixed_oy) | ||
| 497 | { | ||
| 498 | for (auto collision : up_collisions) | ||
| 499 | { | ||
| 500 | if (collision.axis > fixed_oy) continue; | ||
| 501 | if (collision.axis < fixed_y) break; | ||
| 502 | |||
| 503 | if ((fixed_x+collider.size.first > collision.lower) && (fixed_x < collision.upper)) | ||
| 504 | { | ||
| 505 | // We have a collision! | ||
| 506 | if (processCollision(game, collider, collision, Direction::up)) | ||
| 507 | { | ||
| 508 | return; | ||
| 509 | } | ||
| 510 | |||
| 511 | break; | ||
| 512 | } | ||
| 513 | } | ||
| 514 | } else if (fixed_y > fixed_oy) | ||
| 515 | { | ||
| 516 | for (auto collision : down_collisions) | ||
| 517 | { | ||
| 518 | if (collision.axis < fixed_oy+collider.size.second) continue; | ||
| 519 | if (collision.axis > fixed_y+collider.size.second) break; | ||
| 520 | |||
| 521 | if ((fixed_x+collider.size.first > collision.lower) && (fixed_x < collision.upper)) | ||
| 522 | { | ||
| 523 | // We have a collision! | ||
| 524 | if (processCollision(game, collider, collision, Direction::down)) | ||
| 525 | { | ||
| 526 | return; | ||
| 527 | } | ||
| 528 | |||
| 529 | break; | ||
| 530 | } | ||
| 531 | } | ||
| 532 | } | ||
| 533 | } | ||
| 534 | |||
| 535 | bool MapCollisionComponent::processCollision(Game& game, Entity& collider, Collision collision, Direction dir) | ||
| 536 | { | ||
| 537 | if (collision.type == Collision::Type::wall) | ||
| 538 | { | ||
| 539 | if (dir == Direction::left) | ||
| 540 | { | ||
| 541 | collider.position.first = collision.axis; | ||
| 542 | collider.send(game, Message::Type::stopMovingHorizontally); | ||
| 543 | } else if (dir == Direction::right) | ||
| 544 | { | ||
| 545 | collider.position.first = collision.axis - collider.size.first; | ||
| 546 | collider.send(game, Message::Type::stopMovingHorizontally); | ||
| 547 | } else if (dir == Direction::up) | ||
| 548 | { | ||
| 549 | collider.position.second = collision.axis; | ||
| 550 | collider.send(game, Message::Type::stopMovingVertically); | ||
| 551 | } else if (dir == Direction::down) | ||
| 552 | { | ||
| 553 | collider.position.second = collision.axis - collider.size.second; | ||
| 554 | collider.send(game, Message::Type::stopMovingVertically); | ||
| 555 | } | ||
| 556 | } else if (collision.type == Collision::Type::wrap) | ||
| 557 | { | ||
| 558 | if (dir == Direction::left) | ||
| 559 | { | ||
| 560 | collider.position.first = GAME_WIDTH-collider.size.first/2; | ||
| 561 | } else if (dir == Direction::right) | ||
| 562 | { | ||
| 563 | collider.position.first = -collider.size.first/2; | ||
| 564 | } else if (dir == Direction::up) | ||
| 565 | { | ||
| 566 | collider.position.second = GAME_HEIGHT-collider.size.second/2-1; | ||
| 567 | } else if (dir == Direction::down) | ||
| 568 | { | ||
| 569 | collider.position.second = -collider.size.second/2; | ||
| 570 | } | ||
| 571 | } else if (collision.type == Collision::Type::teleport) | ||
| 572 | { | ||
| 573 | if (dir == Direction::left) | ||
| 574 | { | ||
| 575 | collider.position.first = GAME_WIDTH-collider.size.first/2; | ||
| 576 | game.loadMap(*map.getLeftMap()); | ||
| 577 | } else if (dir == Direction::right) | ||
| 578 | { | ||
| 579 | collider.position.first = -collider.size.first/2; | ||
| 580 | game.loadMap(*map.getRightMap()); | ||
| 581 | } | ||
| 582 | |||
| 583 | return true; | ||
| 584 | } else if (collision.type == Collision::Type::reverse) | ||
| 585 | { | ||
| 586 | if (dir == Direction::right) | ||
| 587 | { | ||
| 588 | collider.position.first = collision.axis - collider.size.first; | ||
| 589 | collider.send(game, Message::Type::walkLeft); | ||
| 590 | } | ||
| 591 | } else if (collision.type == Collision::Type::platform) | ||
| 592 | { | ||
| 593 | Message msg(Message::Type::drop); | ||
| 594 | msg.dropAxis = collision.axis; | ||
| 595 | |||
| 596 | collider.send(game, msg); | ||
| 597 | } else if (collision.type == Collision::Type::danger) | ||
| 598 | { | ||
| 599 | game.playerDie(); | ||
| 600 | } | ||
| 601 | |||
| 602 | return false; | ||
| 603 | } | ||
| 604 | |||
| 605 | // Static image | ||
| 606 | |||
| 607 | StaticImageComponent::StaticImageComponent(const char* filename) : sprite(Texture(filename)) | ||
| 608 | { | ||
| 609 | |||
| 610 | } | ||
| 611 | |||
| 612 | void StaticImageComponent::render(Game&, Entity& entity, Texture& buffer) | ||
| 613 | { | ||
| 614 | buffer.blit(sprite, sprite.entirety(), {(int) entity.position.first, (int) entity.position.second, entity.size.first, entity.size.second}); | ||
| 615 | } | ||
| 616 | |||
| 617 | // Simple collision | ||
| 618 | |||
| 619 | SimpleColliderComponent::SimpleColliderComponent(std::function<void (Game& game, Entity& collider)> callback) : callback(callback) | ||
| 620 | { | ||
| 621 | |||
| 622 | } | ||
| 623 | |||
| 624 | void SimpleColliderComponent::receive(Game& game, Entity&, const Message& msg) | ||
| 625 | { | ||
| 626 | if (msg.type == Message::Type::collision) | ||
| 627 | { | ||
| 628 | callback(game, *msg.collisionEntity); | ||
| 629 | } | ||
| 630 | } | ||
