#include "map_collision.h" #include "map.h" #include "game.h" #include "consts.h" MapCollisionComponent::MapCollisionComponent(const Map& map) : map(map) { addCollision(-6, 0, GAME_HEIGHT, Direction::left, collisionFromMoveType(map.getLeftMoveType())); addCollision(GAME_WIDTH+6, 0, GAME_HEIGHT, Direction::right, collisionFromMoveType(map.getRightMoveType())); addCollision(-7, 0, GAME_WIDTH, Direction::up, collisionFromMoveType(map.getUpMoveType())); addCollision(GAME_HEIGHT+6, 0, GAME_WIDTH, Direction::down, collisionFromMoveType(map.getDownMoveType())); for (int i=0; i 0) && (tile < 28) && (!((tile >= 5) && (tile <= 7)))) { addCollision(x*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, Direction::right, Collision::Type::wall); addCollision((x+1)*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, Direction::left, Collision::Type::wall); addCollision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, Direction::down, Collision::Type::wall); addCollision((y+1)*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, Direction::up, Collision::Type::wall); } else if ((tile >= 5) && (tile <= 7)) { addCollision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, Direction::down, Collision::Type::platform); } else if (tile == 42) { addCollision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, Direction::down, Collision::Type::danger); } } } void MapCollisionComponent::addCollision(double axis, double lower, double upper, Direction dir, Collision::Type type) { std::list::iterator it; switch (dir) { case Direction::up: it = up_collisions.begin(); for (; it!=up_collisions.end(); it++) { if (it->axis < axis) break; } up_collisions.insert(it, {axis, lower, upper, type}); break; case Direction::down: it = down_collisions.begin(); for (; it!=down_collisions.end(); it++) { if (it->axis > axis) break; } down_collisions.insert(it, {axis, lower, upper, type}); break; case Direction::left: it = left_collisions.begin(); for (; it!=left_collisions.end(); it++) { if (it->axis < axis) break; } left_collisions.insert(it, {axis, lower, upper, type}); break; case Direction::right: it = right_collisions.begin(); for (; it!=right_collisions.end(); it++) { if (it->axis > axis) break; } right_collisions.insert(it, {axis, lower, upper, type}); break; } } void MapCollisionComponent::detectCollision(Game& game, Entity&, Entity& collider, std::pair old_position) { if (collider.position.first < old_position.first) { for (auto collision : left_collisions) { if (collision.axis > old_position.first) continue; if (collision.axis < collider.position.first) break; if ((old_position.second+collider.size.second > collision.lower) && (old_position.second < collision.upper)) { // We have a collision! processCollision(game, collider, collision, Direction::left, old_position); break; } } } else if (collider.position.first > old_position.first) { for (auto collision : right_collisions) { if (collision.axis < old_position.first+collider.size.first) continue; if (collision.axis > collider.position.first+collider.size.first) break; if ((old_position.second+collider.size.second > collision.lower) && (old_position.second < collision.upper)) { // We have a collision! processCollision(game, collider, collision, Direction::right, old_position); break; } } } if (collider.position.second < old_position.second) { for (auto collision : up_collisions) { if (collision.axis > old_position.second) continue; if (collision.axis < collider.position.second) break; if ((collider.position.first+collider.size.first > collision.lower) && (collider.position.first < collision.upper)) { // We have a collision! processCollision(game, collider, collision, Direction::up, old_position); break; } } } else if (collider.position.second > old_position.second) { for (auto collision : down_collisions) { if (collision.axis < old_position.second+collider.size.second) continue; if (collision.axis > collider.position.second+collider.size.second) break; if ((collider.position.first+collider.size.first > collision.lower) && (collider.position.first < collision.upper)) { // We have a collision! processCollision(game, collider, collision, Direction::down, old_position); break; } } } } void MapCollisionComponent::processCollision(Game& game, Entity& collider, Collision collision, Direction dir, std::pair old_position) { if (collision.type == Collision::Type::wall) { if (dir == Direction::left) { collider.position.first = collision.axis; collider.send(game, Message::Type::stopMovingHorizontally); } else if (dir == Direction::right) { collider.position.first = collision.axis - collider.size.first; collider.send(game, Message::Type::stopMovingHorizontally); } else if (dir == Direction::up) { collider.position.second = collision.axis; collider.send(game, Message::Type::stopMovingVertically); } else if (dir == Direction::down) { collider.position.second = collision.axis - collider.size.second; collider.send(game, Message::Type::hitTheGround); } } else if (collision.type == Collision::Type::wrap) { if (dir == Direction::left) { collider.position.first = GAME_WIDTH-collider.size.first/2; } else if (dir == Direction::right) { collider.position.first = -collider.size.first/2; } else if (dir == Direction::up) { collider.position.second = GAME_HEIGHT-collider.size.second/2-1; } else if (dir == Direction::down) { collider.position.second = -collider.size.second/2; } } else if (collision.type == Collision::Type::teleport) { if (dir == Direction::left) { game.loadMap(game.getMap(map.getLeftMapID()), std::make_pair(GAME_WIDTH-collider.size.first/2, old_position.second)); } else if (dir == Direction::right) { game.loadMap(game.getMap(map.getRightMapID()), std::make_pair(-collider.size.first/2, old_position.second)); } else if (dir == Direction::up) { game.loadMap(game.getMap(map.getUpMapID()), std::make_pair(old_position.first, GAME_HEIGHT-collider.size.second/2)); } else if (dir == Direction::down) { game.loadMap(game.getMap(map.getDownMapID()), std::make_pair(old_position.first, -collider.size.second/2)); } } else if (collision.type == Collision::Type::reverse) { // TODO reverse if (dir == Direction::right) { collider.position.first = collision.axis - collider.size.first; collider.send(game, Message::Type::walkLeft); } } else if (collision.type == Collision::Type::platform) { Message msg(Message::Type::drop); msg.dropAxis = collision.axis; collider.send(game, msg); } else if (collision.type == Collision::Type::danger) { game.playerDie(); } } MapCollisionComponent::Collision::Type MapCollisionComponent::collisionFromMoveType(Map::MoveType type) { switch (type) { case Map::MoveType::Wall: return Collision::Type::wall; case Map::MoveType::Wrap: return Collision::Type::wrap; case Map::MoveType::Warp: return Collision::Type::teleport; case Map::MoveType::ReverseWarp: return Collision::Type::reverse; } }