A complex 2D-dungeon game on LPC1768 in SWJTU-Leeds Joint School XJEL2645 project. Referenced from the framework contributed by https://os.mbed.com/users/Siriagus/code/SimplePlatformGame/
Dependencies: mbed N5110 ShiftReg PinDetect
Game.cpp@15:d5eb13c4c1c6, 2015-05-10 (annotated)
- Committer:
- Siriagus
- Date:
- Sun May 10 09:37:51 2015 +0000
- Revision:
- 15:d5eb13c4c1c6
- Parent:
- 14:b4fed570abaf
- Child:
- 16:caf613d5b85e
Enemy - bullet collison + entities can walk upwards slopes or climb walls with a height smaller than themselves.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
Siriagus | 7:678873947b29 | 1 | #include "Game.h" |
Siriagus | 7:678873947b29 | 2 | |
Siriagus | 8:9ac6a428fa26 | 3 | Serial pc(USBTX, USBRX); // TO DELETE - DEBUGGING ONLY |
Siriagus | 8:9ac6a428fa26 | 4 | |
Siriagus | 8:9ac6a428fa26 | 5 | void Game::init() |
Siriagus | 8:9ac6a428fa26 | 6 | { |
Siriagus | 15:d5eb13c4c1c6 | 7 | paused = false; |
Siriagus | 15:d5eb13c4c1c6 | 8 | |
Siriagus | 12:8178fad5e660 | 9 | // Set initial values for the player |
Siriagus | 13:7ab71c7c311b | 10 | player.x = 40; // start x |
Siriagus | 13:7ab71c7c311b | 11 | player.y = 5; // start y |
Siriagus | 13:7ab71c7c311b | 12 | player.width = player.height = 5; // important that this is correct, see size of Image::Player in Resources.h |
Siriagus | 12:8178fad5e660 | 13 | player.onGround = false; |
Siriagus | 13:7ab71c7c311b | 14 | |
Siriagus | 15:d5eb13c4c1c6 | 15 | enemy = new Enemy(75, 3, 6, 5); |
Siriagus | 15:d5eb13c4c1c6 | 16 | enemy->vx = -2; |
Siriagus | 15:d5eb13c4c1c6 | 17 | enemy->facingLeft = true; |
Siriagus | 8:9ac6a428fa26 | 18 | } |
Siriagus | 8:9ac6a428fa26 | 19 | |
Siriagus | 8:9ac6a428fa26 | 20 | // Functions |
Siriagus | 7:678873947b29 | 21 | void Game::update(float dt) |
Siriagus | 7:678873947b29 | 22 | { |
Siriagus | 15:d5eb13c4c1c6 | 23 | // Pause button input |
Siriagus | 15:d5eb13c4c1c6 | 24 | if (input->read(Input::ButtonC)) |
Siriagus | 15:d5eb13c4c1c6 | 25 | { |
Siriagus | 15:d5eb13c4c1c6 | 26 | if (releasedBtnC) |
Siriagus | 15:d5eb13c4c1c6 | 27 | { |
Siriagus | 15:d5eb13c4c1c6 | 28 | paused = !paused; |
Siriagus | 15:d5eb13c4c1c6 | 29 | releasedBtnC = false; |
Siriagus | 15:d5eb13c4c1c6 | 30 | } |
Siriagus | 15:d5eb13c4c1c6 | 31 | } |
Siriagus | 15:d5eb13c4c1c6 | 32 | else |
Siriagus | 15:d5eb13c4c1c6 | 33 | releasedBtnC = true; |
Siriagus | 15:d5eb13c4c1c6 | 34 | |
Siriagus | 15:d5eb13c4c1c6 | 35 | // Skip the rest if paused |
Siriagus | 15:d5eb13c4c1c6 | 36 | if (paused) return; |
Siriagus | 15:d5eb13c4c1c6 | 37 | |
Siriagus | 15:d5eb13c4c1c6 | 38 | |
Siriagus | 15:d5eb13c4c1c6 | 39 | |
Siriagus | 15:d5eb13c4c1c6 | 40 | |
Siriagus | 8:9ac6a428fa26 | 41 | // Handle input, should be its own function |
Siriagus | 8:9ac6a428fa26 | 42 | switch(input->joystick->getDirection()) |
Siriagus | 8:9ac6a428fa26 | 43 | { |
Siriagus | 8:9ac6a428fa26 | 44 | case LEFT: |
Siriagus | 8:9ac6a428fa26 | 45 | case UP_LEFT: |
Siriagus | 8:9ac6a428fa26 | 46 | case DOWN_LEFT: |
Siriagus | 8:9ac6a428fa26 | 47 | player.vx = -2; |
Siriagus | 11:adb68da98262 | 48 | player.facingLeft = true; |
Siriagus | 8:9ac6a428fa26 | 49 | break; |
Siriagus | 8:9ac6a428fa26 | 50 | |
Siriagus | 8:9ac6a428fa26 | 51 | case RIGHT: |
Siriagus | 8:9ac6a428fa26 | 52 | case UP_RIGHT: |
Siriagus | 8:9ac6a428fa26 | 53 | case DOWN_RIGHT: |
Siriagus | 8:9ac6a428fa26 | 54 | player.vx = 2; |
Siriagus | 11:adb68da98262 | 55 | player.facingLeft = false; |
Siriagus | 8:9ac6a428fa26 | 56 | break; |
Siriagus | 8:9ac6a428fa26 | 57 | |
Siriagus | 8:9ac6a428fa26 | 58 | case CENTER: |
Siriagus | 8:9ac6a428fa26 | 59 | player.vx = 0; |
Siriagus | 8:9ac6a428fa26 | 60 | break; |
Siriagus | 8:9ac6a428fa26 | 61 | } |
Siriagus | 7:678873947b29 | 62 | |
Siriagus | 15:d5eb13c4c1c6 | 63 | // Random movement for enemies |
Siriagus | 15:d5eb13c4c1c6 | 64 | if (enemy->onGround && (rand() % 100) > 97) // 3 % chance |
Siriagus | 13:7ab71c7c311b | 65 | { |
Siriagus | 15:d5eb13c4c1c6 | 66 | // jump |
Siriagus | 15:d5eb13c4c1c6 | 67 | enemy->vy = -3; |
Siriagus | 15:d5eb13c4c1c6 | 68 | enemy->onGround = false; |
Siriagus | 15:d5eb13c4c1c6 | 69 | } |
Siriagus | 15:d5eb13c4c1c6 | 70 | else if ((rand() % 100) > 98) // 2% chance |
Siriagus | 15:d5eb13c4c1c6 | 71 | { |
Siriagus | 15:d5eb13c4c1c6 | 72 | // switch direction |
Siriagus | 15:d5eb13c4c1c6 | 73 | enemy->vx *= -1; |
Siriagus | 15:d5eb13c4c1c6 | 74 | enemy->facingLeft = (enemy->vx < 0); |
Siriagus | 13:7ab71c7c311b | 75 | } |
Siriagus | 13:7ab71c7c311b | 76 | |
Siriagus | 13:7ab71c7c311b | 77 | // Gravity |
Siriagus | 11:adb68da98262 | 78 | player.vy += 1; |
Siriagus | 15:d5eb13c4c1c6 | 79 | enemy->vy += 1; |
Siriagus | 8:9ac6a428fa26 | 80 | |
Siriagus | 11:adb68da98262 | 81 | // Check if player is trying to jump. Player can only jump if it's on the ground |
Siriagus | 12:8178fad5e660 | 82 | if (input->read(Input::ButtonA) && player.onGround) |
Siriagus | 8:9ac6a428fa26 | 83 | { |
Siriagus | 8:9ac6a428fa26 | 84 | player.vy = -4; |
Siriagus | 12:8178fad5e660 | 85 | player.onGround = false; |
Siriagus | 8:9ac6a428fa26 | 86 | } |
Siriagus | 8:9ac6a428fa26 | 87 | |
Siriagus | 11:adb68da98262 | 88 | // Terminal velocity 3 px/update |
Siriagus | 14:b4fed570abaf | 89 | if (player.vy > TERMINAL_VELOCITY) player.vy = TERMINAL_VELOCITY; |
Siriagus | 8:9ac6a428fa26 | 90 | |
Siriagus | 13:7ab71c7c311b | 91 | moveWithCollisionTest(&player, map); |
Siriagus | 15:d5eb13c4c1c6 | 92 | |
Siriagus | 15:d5eb13c4c1c6 | 93 | if (!enemy->dead) |
Siriagus | 15:d5eb13c4c1c6 | 94 | moveWithCollisionTest(enemy, map); |
Siriagus | 15:d5eb13c4c1c6 | 95 | else |
Siriagus | 15:d5eb13c4c1c6 | 96 | { |
Siriagus | 15:d5eb13c4c1c6 | 97 | enemy->y += enemy->vy; |
Siriagus | 15:d5eb13c4c1c6 | 98 | enemy->x += enemy->vx; |
Siriagus | 15:d5eb13c4c1c6 | 99 | } |
Siriagus | 15:d5eb13c4c1c6 | 100 | // else if (enemy->y >= HEIGHT) ; // TODO : delete enemy |
Siriagus | 11:adb68da98262 | 101 | |
Siriagus | 13:7ab71c7c311b | 102 | // Enemy AI |
Siriagus | 15:d5eb13c4c1c6 | 103 | if (!enemy->dead) |
Siriagus | 11:adb68da98262 | 104 | { |
Siriagus | 15:d5eb13c4c1c6 | 105 | int nextRight = enemy->getRight() + 1; // Next position of right edge if enemy moves to the right |
Siriagus | 15:d5eb13c4c1c6 | 106 | for (int i = 0; i < enemy->height; ++i) // Check for all heighs |
Siriagus | 11:adb68da98262 | 107 | { |
Siriagus | 15:d5eb13c4c1c6 | 108 | // Check if crashing if moving right or left. Bounds should already be limited by moveWithCollisionTest! |
Siriagus | 15:d5eb13c4c1c6 | 109 | // will also try to climb a slope if it can find one |
Siriagus | 15:d5eb13c4c1c6 | 110 | if ((map[enemy->y + i][nextRight] && map[enemy->y+i-1][nextRight]) || (map[enemy->y + i][enemy->x - 1] && map[enemy->y + i-1][enemy->x - 1])) |
Siriagus | 15:d5eb13c4c1c6 | 111 | { |
Siriagus | 15:d5eb13c4c1c6 | 112 | enemy->vx *= -1; // move in opposite direction |
Siriagus | 15:d5eb13c4c1c6 | 113 | enemy->facingLeft = !enemy->facingLeft; // toggle direction |
Siriagus | 15:d5eb13c4c1c6 | 114 | break; // no further testing required |
Siriagus | 15:d5eb13c4c1c6 | 115 | } |
Siriagus | 11:adb68da98262 | 116 | } |
Siriagus | 11:adb68da98262 | 117 | } |
Siriagus | 8:9ac6a428fa26 | 118 | |
Siriagus | 11:adb68da98262 | 119 | // Check if bullet should be fired |
Siriagus | 9:da608ae65df9 | 120 | if (input->read(Input::ButtonB) && releasedBtnB) |
Siriagus | 8:9ac6a428fa26 | 121 | { |
Siriagus | 11:adb68da98262 | 122 | // Create a new bullet and give it initial values |
Siriagus | 8:9ac6a428fa26 | 123 | Point* bullet = new Point; |
Siriagus | 15:d5eb13c4c1c6 | 124 | bullet->x = (int)(player.x + (player.width / 2)); //(player.facingLeft) ? (player.x-1) : (player.x + player.width); |
Siriagus | 8:9ac6a428fa26 | 125 | bullet->y = player.y + 2; |
Siriagus | 11:adb68da98262 | 126 | bullet->vx = (player.facingLeft) ? -4 : 4; |
Siriagus | 9:da608ae65df9 | 127 | bullet->vy = 0; |
Siriagus | 8:9ac6a428fa26 | 128 | |
Siriagus | 8:9ac6a428fa26 | 129 | bullets.push_back(bullet); |
Siriagus | 9:da608ae65df9 | 130 | releasedBtnB = false; |
Siriagus | 8:9ac6a428fa26 | 131 | } |
Siriagus | 9:da608ae65df9 | 132 | else if (!input->read(Input::ButtonB)) |
Siriagus | 9:da608ae65df9 | 133 | releasedBtnB = true; |
Siriagus | 8:9ac6a428fa26 | 134 | |
Siriagus | 15:d5eb13c4c1c6 | 135 | // Loop through bullets and move them + collision test |
Siriagus | 9:da608ae65df9 | 136 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end();) |
Siriagus | 8:9ac6a428fa26 | 137 | { |
Siriagus | 15:d5eb13c4c1c6 | 138 | Point* bullet = *it; |
Siriagus | 15:d5eb13c4c1c6 | 139 | |
Siriagus | 15:d5eb13c4c1c6 | 140 | int x0; // left border of collision rect |
Siriagus | 15:d5eb13c4c1c6 | 141 | int x1; // right border of collision rect |
Siriagus | 15:d5eb13c4c1c6 | 142 | |
Siriagus | 15:d5eb13c4c1c6 | 143 | int oldX = bullet->x; |
Siriagus | 15:d5eb13c4c1c6 | 144 | int newX = bullet->x + bullet->vx; |
Siriagus | 15:d5eb13c4c1c6 | 145 | |
Siriagus | 15:d5eb13c4c1c6 | 146 | x0 = min(oldX, newX); |
Siriagus | 15:d5eb13c4c1c6 | 147 | x1 = max(oldX, newX); |
Siriagus | 15:d5eb13c4c1c6 | 148 | |
Siriagus | 15:d5eb13c4c1c6 | 149 | // Collision rect for bullet in this time step |
Siriagus | 15:d5eb13c4c1c6 | 150 | Rectangle bulletColRect(x0, bullet->y, (x1-x0)+1, 1); |
Siriagus | 9:da608ae65df9 | 151 | |
Siriagus | 15:d5eb13c4c1c6 | 152 | bool col = false; |
Siriagus | 15:d5eb13c4c1c6 | 153 | // Delete if outside screen |
Siriagus | 15:d5eb13c4c1c6 | 154 | if (newX < 0 || newX > WIDTH || bulletHitMap(bulletColRect, map)) // if outside screen |
Siriagus | 15:d5eb13c4c1c6 | 155 | { |
Siriagus | 15:d5eb13c4c1c6 | 156 | col = true; |
Siriagus | 15:d5eb13c4c1c6 | 157 | } |
Siriagus | 15:d5eb13c4c1c6 | 158 | else |
Siriagus | 9:da608ae65df9 | 159 | { |
Siriagus | 15:d5eb13c4c1c6 | 160 | // loop through all enemies |
Siriagus | 15:d5eb13c4c1c6 | 161 | //bullet // point |
Siriagus | 15:d5eb13c4c1c6 | 162 | //enemy // entity |
Siriagus | 15:d5eb13c4c1c6 | 163 | |
Siriagus | 15:d5eb13c4c1c6 | 164 | if (!enemy->dead && bullet->x >= enemy->x && bullet->x <= enemy->getRight() && bullet->y >= enemy->y && bullet->y <= enemy->getBottom()) |
Siriagus | 15:d5eb13c4c1c6 | 165 | { |
Siriagus | 15:d5eb13c4c1c6 | 166 | col = true; |
Siriagus | 15:d5eb13c4c1c6 | 167 | // break; // todo: make for loop - iterate through all enemies |
Siriagus | 15:d5eb13c4c1c6 | 168 | enemy->vx = bullet->vx / 2; // sends the dead enemy in the same direction as the incoming bullet |
Siriagus | 15:d5eb13c4c1c6 | 169 | enemy->vy = -3; // sends the dead enemy upwards in the air, because of impact |
Siriagus | 15:d5eb13c4c1c6 | 170 | |
Siriagus | 15:d5eb13c4c1c6 | 171 | enemy->dead = true; |
Siriagus | 15:d5eb13c4c1c6 | 172 | // remove enemy - todo: make vector |
Siriagus | 15:d5eb13c4c1c6 | 173 | } |
Siriagus | 15:d5eb13c4c1c6 | 174 | } |
Siriagus | 15:d5eb13c4c1c6 | 175 | |
Siriagus | 15:d5eb13c4c1c6 | 176 | if (!col) |
Siriagus | 15:d5eb13c4c1c6 | 177 | { |
Siriagus | 15:d5eb13c4c1c6 | 178 | ++it; // go to next element |
Siriagus | 15:d5eb13c4c1c6 | 179 | bullet->x += bullet->vx; // update position |
Siriagus | 15:d5eb13c4c1c6 | 180 | } |
Siriagus | 15:d5eb13c4c1c6 | 181 | else |
Siriagus | 15:d5eb13c4c1c6 | 182 | { |
Siriagus | 15:d5eb13c4c1c6 | 183 | delete bullet; |
Siriagus | 9:da608ae65df9 | 184 | it = bullets.erase(it); // go to next element |
Siriagus | 9:da608ae65df9 | 185 | } |
Siriagus | 8:9ac6a428fa26 | 186 | |
Siriagus | 8:9ac6a428fa26 | 187 | // TODO: Check for collisions |
Siriagus | 8:9ac6a428fa26 | 188 | // TODO: Go both ways |
Siriagus | 8:9ac6a428fa26 | 189 | } |
Siriagus | 7:678873947b29 | 190 | } |
Siriagus | 7:678873947b29 | 191 | |
Siriagus | 7:678873947b29 | 192 | void Game::render() |
Siriagus | 7:678873947b29 | 193 | { |
Siriagus | 11:adb68da98262 | 194 | // Draw map |
Siriagus | 11:adb68da98262 | 195 | drawImage(map); |
Siriagus | 11:adb68da98262 | 196 | |
Siriagus | 12:8178fad5e660 | 197 | // Draw player |
Siriagus | 13:7ab71c7c311b | 198 | drawImage(Image::Player, player.x, player.y, false, !player.facingLeft); |
Siriagus | 13:7ab71c7c311b | 199 | |
Siriagus | 13:7ab71c7c311b | 200 | // Draw enemies |
Siriagus | 15:d5eb13c4c1c6 | 201 | drawImage(Image::Enemy3, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); |
Siriagus | 12:8178fad5e660 | 202 | |
Siriagus | 12:8178fad5e660 | 203 | /* |
Siriagus | 8:9ac6a428fa26 | 204 | // Draw player - TODO: Make this a part of sprite class (so they can draw themselves) |
Siriagus | 8:9ac6a428fa26 | 205 | int x0, x1, y0, y1; |
Siriagus | 8:9ac6a428fa26 | 206 | x0 = (player.x < 0) ? 0 : player.x; // x0 = max(0,x); |
Siriagus | 8:9ac6a428fa26 | 207 | y0 = (player.y < 0) ? 0 : player.y; // y0 = max(0,y); |
Siriagus | 8:9ac6a428fa26 | 208 | x1 = (player.width + player.x > WIDTH) ? WIDTH : player.width + player.x; //x1 = min(WIDTH, width); |
Siriagus | 8:9ac6a428fa26 | 209 | y1 = (player.height + player.y > HEIGHT) ? HEIGHT : player.height + player.y; //y1 = min(HEIGHT, height); |
Siriagus | 8:9ac6a428fa26 | 210 | |
Siriagus | 8:9ac6a428fa26 | 211 | for (int i = y0; i < y1; ++i) |
Siriagus | 8:9ac6a428fa26 | 212 | { |
Siriagus | 8:9ac6a428fa26 | 213 | for (int j = x0; j < x1; ++j) |
Siriagus | 8:9ac6a428fa26 | 214 | { |
Siriagus | 9:da608ae65df9 | 215 | // If player is going right, obtain data from sprite in reverse order => render in reverse |
Siriagus | 11:adb68da98262 | 216 | int xIndex = (player.facingLeft) ? (j-x0) : (player.width - 1 - (j-x0)); |
Siriagus | 9:da608ae65df9 | 217 | |
Siriagus | 9:da608ae65df9 | 218 | if (Image::Player[i-y0][xIndex]) |
Siriagus | 8:9ac6a428fa26 | 219 | lcd->setPixel(j,i); |
Siriagus | 8:9ac6a428fa26 | 220 | } |
Siriagus | 12:8178fad5e660 | 221 | }*/ |
Siriagus | 8:9ac6a428fa26 | 222 | |
Siriagus | 9:da608ae65df9 | 223 | // Render bullets |
Siriagus | 8:9ac6a428fa26 | 224 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) |
Siriagus | 8:9ac6a428fa26 | 225 | { |
Siriagus | 8:9ac6a428fa26 | 226 | int x, y; |
Siriagus | 8:9ac6a428fa26 | 227 | x = (*it)->x; |
Siriagus | 8:9ac6a428fa26 | 228 | y = (*it)->y; |
Siriagus | 8:9ac6a428fa26 | 229 | |
Siriagus | 8:9ac6a428fa26 | 230 | if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) // Boundary check |
Siriagus | 8:9ac6a428fa26 | 231 | lcd->setPixel(x,y); |
Siriagus | 8:9ac6a428fa26 | 232 | } |
Siriagus | 15:d5eb13c4c1c6 | 233 | |
Siriagus | 15:d5eb13c4c1c6 | 234 | // Draw pause |
Siriagus | 15:d5eb13c4c1c6 | 235 | if (paused) |
Siriagus | 15:d5eb13c4c1c6 | 236 | { |
Siriagus | 15:d5eb13c4c1c6 | 237 | lcd->drawRect(24, 13, 40, 13, 0); // outline |
Siriagus | 15:d5eb13c4c1c6 | 238 | lcd->drawRect(25, 14, 38, 11, 2); // white fill |
Siriagus | 15:d5eb13c4c1c6 | 239 | lcd->printString("Paused", 27, 2); // text |
Siriagus | 15:d5eb13c4c1c6 | 240 | } |
Siriagus | 13:7ab71c7c311b | 241 | } |
Siriagus | 13:7ab71c7c311b | 242 | |
Siriagus | 13:7ab71c7c311b | 243 | // Collision test between entites and map |
Siriagus | 13:7ab71c7c311b | 244 | void Game::moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]) |
Siriagus | 13:7ab71c7c311b | 245 | { |
Siriagus | 13:7ab71c7c311b | 246 | int x = entity->x; |
Siriagus | 13:7ab71c7c311b | 247 | int y = entity->y; |
Siriagus | 13:7ab71c7c311b | 248 | int steps = abs(entity->vx); // how many units (pixels) the entity should move in said direction |
Siriagus | 13:7ab71c7c311b | 249 | bool collision; // true if colliding |
Siriagus | 13:7ab71c7c311b | 250 | |
Siriagus | 13:7ab71c7c311b | 251 | // Check x-axis |
Siriagus | 13:7ab71c7c311b | 252 | if (entity->vx > 0) // moving right |
Siriagus | 13:7ab71c7c311b | 253 | { |
Siriagus | 13:7ab71c7c311b | 254 | int entityRight = x + entity->width - 1; // Need to check right border of entity, since it is moving right |
Siriagus | 13:7ab71c7c311b | 255 | |
Siriagus | 13:7ab71c7c311b | 256 | while(steps--) // While it still have more movement left |
Siriagus | 13:7ab71c7c311b | 257 | { |
Siriagus | 13:7ab71c7c311b | 258 | collision = false; |
Siriagus | 13:7ab71c7c311b | 259 | for (int i = 0; i < entity->height; ++i) // Loop through all vertical points on the right hand side of the entity (y+i) |
Siriagus | 13:7ab71c7c311b | 260 | { |
Siriagus | 13:7ab71c7c311b | 261 | if (map[y+i][entityRight+1]) // If moving to the right leads to collision for given y+i |
Siriagus | 13:7ab71c7c311b | 262 | { |
Siriagus | 15:d5eb13c4c1c6 | 263 | // Slope + allows player to climb to top of platform by going right if it hits close to top of wall. |
Siriagus | 15:d5eb13c4c1c6 | 264 | if (!map[y+i-1][entityRight+1] && entity->onGround) |
Siriagus | 15:d5eb13c4c1c6 | 265 | { |
Siriagus | 15:d5eb13c4c1c6 | 266 | entity->vy = -1; |
Siriagus | 15:d5eb13c4c1c6 | 267 | } |
Siriagus | 15:d5eb13c4c1c6 | 268 | else |
Siriagus | 15:d5eb13c4c1c6 | 269 | { |
Siriagus | 15:d5eb13c4c1c6 | 270 | collision = true; // Then collision is true |
Siriagus | 15:d5eb13c4c1c6 | 271 | break; // Skip the for loop, no need for further testing |
Siriagus | 15:d5eb13c4c1c6 | 272 | } |
Siriagus | 15:d5eb13c4c1c6 | 273 | |
Siriagus | 13:7ab71c7c311b | 274 | } |
Siriagus | 13:7ab71c7c311b | 275 | } |
Siriagus | 13:7ab71c7c311b | 276 | |
Siriagus | 13:7ab71c7c311b | 277 | if (collision) // If collision |
Siriagus | 13:7ab71c7c311b | 278 | break; // skip the while loop, entity can not move further, even though its velocity is higher |
Siriagus | 13:7ab71c7c311b | 279 | else |
Siriagus | 13:7ab71c7c311b | 280 | ++entityRight; // Move entity one px to the right |
Siriagus | 13:7ab71c7c311b | 281 | } |
Siriagus | 13:7ab71c7c311b | 282 | |
Siriagus | 13:7ab71c7c311b | 283 | entity->x = entityRight - (entity->width - 1); // Update entity's position. Need to set upper-left pixel. |
Siriagus | 13:7ab71c7c311b | 284 | } |
Siriagus | 13:7ab71c7c311b | 285 | else // moving left |
Siriagus | 13:7ab71c7c311b | 286 | { |
Siriagus | 13:7ab71c7c311b | 287 | while(steps--) // While still movement left |
Siriagus | 13:7ab71c7c311b | 288 | { |
Siriagus | 13:7ab71c7c311b | 289 | collision = false; |
Siriagus | 13:7ab71c7c311b | 290 | |
Siriagus | 13:7ab71c7c311b | 291 | |
Siriagus | 13:7ab71c7c311b | 292 | for (int i = 0; i < entity->height; ++i) // Check for all y-positions |
Siriagus | 13:7ab71c7c311b | 293 | { |
Siriagus | 13:7ab71c7c311b | 294 | if (map[y+i][x-1]) // If solid block |
Siriagus | 13:7ab71c7c311b | 295 | { |
Siriagus | 15:d5eb13c4c1c6 | 296 | if (!map[y+i-1][x-1] && entity->onGround) // If slope or close to top of wall (=> can climb by going left). |
Siriagus | 15:d5eb13c4c1c6 | 297 | { |
Siriagus | 15:d5eb13c4c1c6 | 298 | entity->vy = -1; |
Siriagus | 15:d5eb13c4c1c6 | 299 | } |
Siriagus | 15:d5eb13c4c1c6 | 300 | else |
Siriagus | 15:d5eb13c4c1c6 | 301 | { |
Siriagus | 15:d5eb13c4c1c6 | 302 | collision = true; |
Siriagus | 15:d5eb13c4c1c6 | 303 | break; // Collision detected, no further testing required |
Siriagus | 15:d5eb13c4c1c6 | 304 | } |
Siriagus | 13:7ab71c7c311b | 305 | } |
Siriagus | 13:7ab71c7c311b | 306 | } |
Siriagus | 13:7ab71c7c311b | 307 | |
Siriagus | 13:7ab71c7c311b | 308 | if (collision) |
Siriagus | 13:7ab71c7c311b | 309 | break; |
Siriagus | 13:7ab71c7c311b | 310 | else |
Siriagus | 13:7ab71c7c311b | 311 | --x; // Move to the left if no collision is detected |
Siriagus | 13:7ab71c7c311b | 312 | } |
Siriagus | 13:7ab71c7c311b | 313 | |
Siriagus | 13:7ab71c7c311b | 314 | entity->x = x; |
Siriagus | 13:7ab71c7c311b | 315 | } |
Siriagus | 13:7ab71c7c311b | 316 | |
Siriagus | 13:7ab71c7c311b | 317 | // Check collision with map in y-direction - works the same way as the x-axis, except for other axis |
Siriagus | 13:7ab71c7c311b | 318 | |
Siriagus | 13:7ab71c7c311b | 319 | x = entity->x; |
Siriagus | 13:7ab71c7c311b | 320 | y = entity->y; |
Siriagus | 13:7ab71c7c311b | 321 | steps = abs(entity->vy); |
Siriagus | 13:7ab71c7c311b | 322 | |
Siriagus | 13:7ab71c7c311b | 323 | if (entity->vy > 0) // downwards |
Siriagus | 13:7ab71c7c311b | 324 | { |
Siriagus | 13:7ab71c7c311b | 325 | int entityBottom = y + entity->height - 1; // Need to check if bottom part collides |
Siriagus | 13:7ab71c7c311b | 326 | while(steps--) // Still movement left |
Siriagus | 13:7ab71c7c311b | 327 | { |
Siriagus | 13:7ab71c7c311b | 328 | collision = false; |
Siriagus | 13:7ab71c7c311b | 329 | for (int i = 0; i < entity->width; ++i) // Loop through all x-position on lower part of entity |
Siriagus | 13:7ab71c7c311b | 330 | { |
Siriagus | 13:7ab71c7c311b | 331 | if (map[entityBottom+1][x+i]) // If moving the entity one step down for a given (x+i)-position gives a collision |
Siriagus | 13:7ab71c7c311b | 332 | { |
Siriagus | 13:7ab71c7c311b | 333 | collision = true; |
Siriagus | 13:7ab71c7c311b | 334 | break; // No further testing required |
Siriagus | 13:7ab71c7c311b | 335 | } |
Siriagus | 13:7ab71c7c311b | 336 | } |
Siriagus | 13:7ab71c7c311b | 337 | |
Siriagus | 13:7ab71c7c311b | 338 | if (collision) // If collision |
Siriagus | 13:7ab71c7c311b | 339 | { |
Siriagus | 13:7ab71c7c311b | 340 | entity->vy = 0; // Set vertical velocity to 0 (playe |
Siriagus | 13:7ab71c7c311b | 341 | entity->onGround = true; // entity has hit ground |
Siriagus | 13:7ab71c7c311b | 342 | break; // Skip the while loop as the entity can not move further downwards |
Siriagus | 13:7ab71c7c311b | 343 | } |
Siriagus | 13:7ab71c7c311b | 344 | else // Can safely move entity without collision |
Siriagus | 15:d5eb13c4c1c6 | 345 | { |
Siriagus | 13:7ab71c7c311b | 346 | ++entityBottom; // Move entity one step down |
Siriagus | 15:d5eb13c4c1c6 | 347 | entity->onGround = false; |
Siriagus | 15:d5eb13c4c1c6 | 348 | } |
Siriagus | 13:7ab71c7c311b | 349 | } |
Siriagus | 13:7ab71c7c311b | 350 | |
Siriagus | 13:7ab71c7c311b | 351 | entity->y = entityBottom - (entity->height - 1); // Update position when done moving, remember that entity.y refers to upper part of the entity |
Siriagus | 13:7ab71c7c311b | 352 | } |
Siriagus | 13:7ab71c7c311b | 353 | else // moving up, check collision from top |
Siriagus | 13:7ab71c7c311b | 354 | { |
Siriagus | 13:7ab71c7c311b | 355 | while(steps--) // Still movement left |
Siriagus | 13:7ab71c7c311b | 356 | { |
Siriagus | 13:7ab71c7c311b | 357 | collision = false; |
Siriagus | 13:7ab71c7c311b | 358 | |
Siriagus | 13:7ab71c7c311b | 359 | for (int i = 0; i < entity->width; ++i) // Check for all x-positions |
Siriagus | 13:7ab71c7c311b | 360 | { |
Siriagus | 13:7ab71c7c311b | 361 | if (map[y-1][x+i]) // If moving upwards gives collision for a given x+i |
Siriagus | 13:7ab71c7c311b | 362 | { |
Siriagus | 13:7ab71c7c311b | 363 | collision = true; // Then we have a collision |
Siriagus | 13:7ab71c7c311b | 364 | break; // No further testing needed, skip for loop |
Siriagus | 13:7ab71c7c311b | 365 | } |
Siriagus | 13:7ab71c7c311b | 366 | } |
Siriagus | 13:7ab71c7c311b | 367 | |
Siriagus | 13:7ab71c7c311b | 368 | if (collision) // If collision was detected |
Siriagus | 13:7ab71c7c311b | 369 | { |
Siriagus | 13:7ab71c7c311b | 370 | entity->vy = 0; // Set vertical velocity to zero |
Siriagus | 13:7ab71c7c311b | 371 | break; // Skip while loop as entity can not move further up |
Siriagus | 13:7ab71c7c311b | 372 | } |
Siriagus | 13:7ab71c7c311b | 373 | else // If safe to move for all x-values |
Siriagus | 13:7ab71c7c311b | 374 | --y; // Move entity one step up |
Siriagus | 13:7ab71c7c311b | 375 | } |
Siriagus | 13:7ab71c7c311b | 376 | |
Siriagus | 13:7ab71c7c311b | 377 | entity->y = y; // Update vertical position of entity |
Siriagus | 13:7ab71c7c311b | 378 | } |
Siriagus | 15:d5eb13c4c1c6 | 379 | } |
Siriagus | 15:d5eb13c4c1c6 | 380 | |
Siriagus | 15:d5eb13c4c1c6 | 381 | bool Game::hitTestRect(Rectangle r1, Rectangle r2) |
Siriagus | 15:d5eb13c4c1c6 | 382 | { |
Siriagus | 15:d5eb13c4c1c6 | 383 | return ((r1.x + r1.width > r2.x) // r1's right edge to the right of r2's left edge |
Siriagus | 15:d5eb13c4c1c6 | 384 | && (r1.x < r2.x + r2.width) // r1's left edge to the left of r2's right edge |
Siriagus | 15:d5eb13c4c1c6 | 385 | && (r1.y + r2.height > r2.y) // r1's bottom lower than r2's top |
Siriagus | 15:d5eb13c4c1c6 | 386 | && (r1.y < r2.y + r2.height)); // r1's top higher than r2's bottom |
Siriagus | 15:d5eb13c4c1c6 | 387 | |
Siriagus | 15:d5eb13c4c1c6 | 388 | // Note: Right border: r1.x + r1.width - 1, but we don't need to subtract 1 as we use > instead of >= |
Siriagus | 15:d5eb13c4c1c6 | 389 | } |
Siriagus | 15:d5eb13c4c1c6 | 390 | |
Siriagus | 15:d5eb13c4c1c6 | 391 | bool Game::bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]) |
Siriagus | 15:d5eb13c4c1c6 | 392 | { |
Siriagus | 15:d5eb13c4c1c6 | 393 | for (int j = 0; j < bulletColRect.width; ++j) |
Siriagus | 15:d5eb13c4c1c6 | 394 | { |
Siriagus | 15:d5eb13c4c1c6 | 395 | if (map[bulletColRect.y][bulletColRect.x + j]) |
Siriagus | 15:d5eb13c4c1c6 | 396 | return true; |
Siriagus | 15:d5eb13c4c1c6 | 397 | } |
Siriagus | 15:d5eb13c4c1c6 | 398 | |
Siriagus | 15:d5eb13c4c1c6 | 399 | return false; |
Siriagus | 7:678873947b29 | 400 | } |