COLLISIONS, i forgot to commit but i also did a lot of other shit

This commit is contained in:
Ben
2020-09-05 21:10:18 +01:00
parent e4b0b8b141
commit 51bcbfa03f
9 changed files with 847 additions and 719 deletions

18
TODO
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@@ -1,7 +1,17 @@
[x] Dungeon generation
[x] Tile movement / playable character
[-] Tile collisions
[ ] Lighting
[ ] Gameplay
[ ] Actually figure out Gameplay
[X] Tile collisions
# Today
[-] Lighting (and torches)
[ ] Lighting flicker (fire)
[ ] NO TIME raytraced lighting
[ ] Fix collision
[ ] Better player spritesheet
[ ] Animation system
[ ] Enemies / AI
[ ] Dungeon fixed entity spawning
[ ] Enemy AI
[ ] Gameplay

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@@ -8,8 +8,7 @@
void Camera::Update(float fTime)
{
if (_Track == nullptr) return;
_DesiredCoords.x = _Track->Coords.x - (ViewPort.x / 2);
_DesiredCoords.y = _Track->Coords.y - (ViewPort.y / 2);
_DesiredCoords = _Track->Coords - (ViewPort / 2);
float lerpX = std::lerp(Coords.x, _DesiredCoords.x, _SmoothSpeed);
float lerpY = std::lerp(Coords.y, _DesiredCoords.y, _SmoothSpeed);

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@@ -1,18 +1,64 @@
#include "Collisions.hpp"
#include "Camera.hpp"
#include "Things.hpp"
#include "Logger.hpp"
#include "Things.hpp"
#include "Camera.hpp"
#include "Collisions.hpp"
bool EntityCollide(Entity* entity, std::vector<Tile*>& nearby, int tileSize, CollisionInfo* info, olc::PixelGameEngine* engine)
{
if (!entity->HitBox) return false;
static Logger& _Logger = Logger::getInstance();
engine->SetDrawTarget(uint8_t(0));
engine->Clear(olc::BLANK);
float entityX = static_cast<float>(entity->Coords.x - entity->TrackingCamera->Coords.x);
float entityY = static_cast<float>(entity->Coords.y - entity->TrackingCamera->Coords.y);
float entityW = static_cast<float>(tileSize / 3.0f) * 2.0f;
float entityH = static_cast<float>(tileSize / 3.0f) * 2.0f;
int entityLeft = static_cast<int>(entityX);
int entityRight = static_cast<int>(entityX + entityW);
int entityTop = static_cast<int>(entityY);
int entityBottom = static_cast<int>(entityY + entityH);
//engine->DrawRect({(entity->HitBox->x + (int)entity->Coords.x) - (int)entity->TrackingCamera->Coords.x, (entity->HitBox->y + (int)entity->Coords.y) - (int)entity->TrackingCamera->Coords.y}, {entity->HitBox->w, entity->HitBox->h}, olc::RED);
for (auto tile : nearby)
{
Logger::getInstance().Debug(tile->Coords.x, " ", tile->Coords.y);
engine->DrawRect({ static_cast<int>((tile->Coords.x + tileSize) - entity->TrackingCamera->Coords.x), static_cast<int>((tile->Coords.y + tileSize) - entity->TrackingCamera->Coords.y) }, {tileSize, tileSize}, olc::RED);
//engine->DrawRect({ static_cast<int>(static_cast<float>((tile->Coords.x * tileSize) - entity->TrackingCamera->Coords.x)), static_cast<int>(static_cast<float>((tile->Coords.y * tileSize) - entity->TrackingCamera->Coords.y)) }, {tileSize, tileSize}, olc::BLUE);
// return if not collidable
if (!tile->IsSolid) continue;
int tileLeft = static_cast<int>(static_cast<float>(tile->Coords.x * tileSize) - entity->TrackingCamera->Coords.x);
int tileRight = static_cast<int>(static_cast<float>(tile->Coords.x * tileSize) - entity->TrackingCamera->Coords.x) + tileSize;
int tileTop = static_cast<int>(static_cast<float>(tile->Coords.y * tileSize) - entity->TrackingCamera->Coords.y);
int tileBottom = static_cast<int>(static_cast<float>(tile->Coords.y * tileSize) - entity->TrackingCamera->Coords.y) + tileSize;
// _Logger.Debug(entityLeft, " ", tileRight);
bool xOverlaps = (entityLeft <= tileRight) && (entityRight >= tileLeft);
bool yOverlaps = (entityTop <= tileBottom) && (entityBottom >= tileTop);
bool collision = xOverlaps && yOverlaps;
//engine->FillRect({static_cast<int>(static_cast<float>((tile->Coords.x * tileSize) - entity->TrackingCamera->Coords.x)), static_cast<int>(static_cast<float>((tile->Coords.y * tileSize) - entity->TrackingCamera->Coords.y))}, {tileSize, tileSize}, collision ? olc::RED : olc::BLUE);
if (!collision) continue;
info->TileCollided = tile;
//info->CollidingX = xOverlaps;
//info->CollidingY = yOverlaps;
return true;
}
return false;
}

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@@ -18,10 +18,13 @@ class Collider
class CollisionInfo
{
public:
Tile* TileCollided;
bool CollidingX;
bool CollidingY;
};
bool EntityCollide(Entity* entity, std::vector<Tile*>& nearby, int tileSize, CollisionInfo* info, olc::PixelGameEngine* engine);
#endif

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@@ -17,18 +17,14 @@ Dungeon::Dungeon()
Player = new Playable();
Player->Coords = { 0, 0 };
Player->Coords = { 2, 2 };
Player->Type = EEntity::Type::Player;
// Relative to player TL corner
// not really used ? lol
Player->HitBox = new Collider{ 0, 0, static_cast<int>((static_cast<float>(TileSize) / 3.0f) * 2.0f), static_cast<int>((static_cast<float>(TileSize) / 3.0f) * 2.0f) } ;
ActiveCamera->TrackEntity(Player);
ActiveCamera->Update(0.0f);
}
void Dungeon::Generate()
{
srand(time(NULL));
TileSetDictionary = new TileDictionary();
TileSetDictionary->Register();
@@ -37,6 +33,15 @@ void Dungeon::Generate()
TileSet->Load("res/dungeon_tileset.png");
_Logger.Debug("Texture Loaded: ", TileSet, " ", TileSet->Sprite()->width, " ", TileSet->Sprite()->height);
FireOverlay = new olc::Renderable();
FireOverlay->Load("res/torch.png");
}
void Dungeon::Generate()
{
srand(time(NULL));
DungeonWidth = 0;
DungeonHeight = 0;
@@ -58,7 +63,7 @@ void Dungeon::Generate()
int directionChance = 5;
int roomChance = 5;
int dungeonMinSize = 5000;
int dungeonMinSize = 3000;
struct Agent
{
@@ -188,6 +193,8 @@ void Dungeon::SpawnEntity(Entity* entity)
void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
{
olc::vf2d oldCoords = Player->Coords;
if (engine->GetKey(olc::W).bHeld)
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * Player->Speed);
if (engine->GetKey(olc::A).bHeld)
@@ -217,55 +224,95 @@ void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
}
}
void Dungeon::Update(olc::PixelGameEngine* engine, float fTime)
{
// Map collisions
olc::vi2d currentTile = { static_cast<int>(Player->Coords.x / TileSize), static_cast<int>(Player->Coords.y / TileSize) };
static olc::vi2d lastTile;
auto IsMapMember = [&] (int x, int y) {
std::unordered_map<olc::vi2d, Tile*>::const_iterator found = DungeonTiles.find({x, y});
if (found == DungeonTiles.end()) return false;
return false;
};
if (lastTile != currentTile)
_Logger.Debug("Player Tile: ", currentTile.x, " ", currentTile.y);
auto IsMapMember = [&] (int x, int y) {
std::unordered_map<olc::vi2d, Tile*>::const_iterator found = DungeonTiles.find({x, y});
return found != DungeonTiles.end();
};
auto IsNeighbouringMapMember = [&] (int x, int y) {
if (IsMapMember(x + 1, y)) return true;
if (IsMapMember(x - 1, y)) return true;
if (IsMapMember(x, y + 1)) return true;
if (IsMapMember(x, y - 1)) return true;
return false;
};
// get nearby collidables
std::vector<Tile*> nearbyCollidables;
for (int x = currentTile.x - 2; x <= currentTile.x + 2; x++)
for (int y = currentTile.y - 2; y <= currentTile.y + 2; y++)
for (int x = currentTile.x - 1; x <= currentTile.x + 1; x++)
for (int y = currentTile.y - 1; y <= currentTile.y + 1; y++)
{
//_Logger.Debug("IsMapMember ", x, " ", y, " ", IsMapMember(x,y));
//_Logger.Debug("IsNeighbouringMapMember ", x, " ", y, " ", IsNeighbouringMapMember(x,y));
// If isnt in the map but borders a map tile, add a void type for collision
if (IsMapMember(x,y))
{
nearbyCollidables.push_back(DungeonTiles[{x, y}]);
} else
{
if (IsNeighbouringMapMember(x,y))
nearbyCollidables.push_back(new Tile({x, y}, ETile::Type::Void, ETile::State::Default));
}
}
// Passes ownership back
CollisionInfo* collisionInfo = new CollisionInfo();
bool colliding = EntityCollide(Player, nearbyCollidables, TileSize, collisionInfo, engine);
CollisionInfo collisionInfo;
bool colliding = EntityCollide(Player, nearbyCollidables, TileSize, &collisionInfo, engine);
delete collisionInfo;
// collision response
if (colliding)
Player->Coords = oldCoords;
//if (collisionInfo.CollidingY)
//Player->Coords.y = oldCoords.y;
//if (collisionInfo.CollidingX)
//Player->Coords.x = oldCoords.x;
// delete nearbyCollidables that are void
for (int i = 0; i < nearbyCollidables.size(); i++)
{
if (nearbyCollidables[i]->Type == ETile::Type::Void)
delete nearbyCollidables[i];
}
lastTile = currentTile;
}
void Dungeon::Update(olc::PixelGameEngine* engine, float fTime)
{
ActiveCamera->Update(fTime);
}
olc::Pixel pixelMultiply(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)
{
olc::Pixel ret;
ret.r = pDest.r * pSource.r;
ret.g = pDest.g * pSource.g;
ret.b = pDest.b * pSource.b;
ret.a = pDest.a * pSource.a;
return ret;
}
void Dungeon::Draw(olc::PixelGameEngine* engine)
{
// Maps not gonna be big enough for me to care about optimistaion
// maybe i should care? i don't :^)
// maybe i should care? i don't
//engine->SetDrawTarget(4);
//engine->Clear({38, 36, 40});
// Entities are always (tilesize / 3) * 2
engine->SetDrawTarget(1);
// Dungeon Layer
engine->SetDrawTarget(4);
engine->Clear({38, 36, 40});
engine->SetPixelMode(olc::Pixel::ALPHA);
@@ -279,14 +326,38 @@ void Dungeon::Draw(olc::PixelGameEngine* engine)
// engine->SetPixelMode(olc::Pixel::NORMAL);
engine->SetDrawTarget(static_cast<uint8_t>(0));
// Entity Layer
engine->SetDrawTarget(3);
engine->Clear(olc::BLANK);
// Draw character
engine->DrawPartialDecal({ static_cast<float>(Player->Coords.x - ActiveCamera->Coords.x), static_cast<float>(Player->Coords.y - ActiveCamera->Coords.y) },
{ (static_cast<float>(TileSize) / 3.0f) * 2.0f, (static_cast<float>(TileSize) / 3.0f) * 2.0f }, TileSet->Decal(), { 143, 130 }, { 16, 16 });
engine->DrawRect({(Player->HitBox->x + (int)Player->Coords.x) - (int)ActiveCamera->Coords.x, (Player->HitBox->y + (int)Player->Coords.y) - (int)ActiveCamera->Coords.y}, {Player->HitBox->w, Player->HitBox->h}, olc::RED);
// Lighting layers
engine->SetDrawTarget(2);
engine->Clear(olc::BLANK);
static std::function<olc::Pixel(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)> fPixelMultiply = pixelMultiply;
float lightX = static_cast<float>(Player->Coords.x - ActiveCamera->Coords.x) - (FireOverlay->Sprite()->width / 2.0f);
float lightY = static_cast<float>(Player->Coords.y - ActiveCamera->Coords.y) - (FireOverlay->Sprite()->height / 2.0f);
float lightLeft = lightX;
float lightRight = lightX + FireOverlay->Sprite()->width;
float lightTop = lightY;
float lightBottom = lightY + FireOverlay->Sprite()->height;
engine->SetPixelMode(fPixelMultiply);
engine->DrawDecal({ lightX, lightY }, FireOverlay->Decal());
engine->SetDrawTarget(1);
engine->Clear(olc::BLANK);
// top
engine->FillRect({0, static_cast<int>(lightTop)}, {engine->ScreenWidth(), engine->ScreenHeight()}, olc::BLACK);
}
Dungeon::~Dungeon()
@@ -295,7 +366,6 @@ Dungeon::~Dungeon()
delete ActiveCamera;
delete TileSetDictionary;
delete TileSet;
delete DungeonRenderTarget;
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
delete tile.second;
for (std::pair<olc::vi2d, Entity*> entity : Entities)

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@@ -31,7 +31,7 @@ class Dungeon
Playable* Player;
Camera* ActiveCamera;
int TileSize = 32;
int TileSize = 64;
int DungeonWidth;
int DungeonHeight;
@@ -42,7 +42,7 @@ class Dungeon
TileDictionary* TileSetDictionary;
olc::Renderable* TileSet;
olc::Renderable* DungeonRenderTarget;
olc::Renderable* FireOverlay;
~Dungeon();

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