platform-test/player.cpp

257 lines
5.7 KiB
C++

//Player class cpp
#include"player.h"
void Player::print(int cameraX){
SDL_Rect cameraFix = rect;
cameraFix.x -= cameraX;
if(power > 0){
std::cout << power << "ye" << std::endl;
power--;
}
SDL_SetRenderDrawColor(*renderer,0xFF,0,0,0xFF);
ply.render(&cameraFix,currentFrame,renderer);
if(ifRunning)ply.render(&cameraFix,&plyFrame[5],renderer);
currentFrame = &plyFrame[0];
oldPosX = posX;
oldPosY = posY;
move();
ground = false;
topCollision = false;
};
Player::Player(int x,int y, int w, int h, SDL_Renderer** render){
posX = x;
posY = y;
szW = w;
szH = h;
renderer = render;
oldPosX = posX;
oldPosY = posY;
loadMedia();
currentFrame = &plyFrame[0];
};
bool Player::loadMedia(){
bool success = true;
if(!ply.loadTexture("textures/player.png",renderer)){
std::cout << "Failed to load ply texture" << std::endl;
success = false;
}
else{
int frame = 0;
for(int row = 0;row < 2;row++){
for(int column = 0;column < 3;column++){
plyFrame[frame].w=szW;
plyFrame[frame].h=szH;
plyFrame[frame].x=szW*column;
plyFrame[frame].y=szH*row;
frame++;
} }
}
return success;
}
int Player::intVelX(){
return static_cast<int>(velocityX);
};
void Player::move(){
float dt = dTime.getDt();
//Set keyboard variable
const Uint8* currentKeyStates = SDL_GetKeyboardState(NULL);
//Intializing variables
int direction = 0; //1 = right, 0 = idle/both, -1 = left
int dur = 4; //Divide transition time
int speed = 200; //Horizontal movement speed
float run = 1.5; //Running speed multiplication
ifRunning = false;
//static bool isRunning = false;
int gravity = 800; //Gravity force
int jump = 500; //Jump force
//Check keyboard current state
if(currentKeyStates[SDL_SCANCODE_LEFT]) direction += -1;
if(currentKeyStates[SDL_SCANCODE_RIGHT]) direction += 1;
if(!currentKeyStates[SDL_SCANCODE_LSHIFT] and !isRunning){
run = 1;
}
if(run!=1) dur /= 1;
//Set velocity
if(direction == 1 and intVelX() < speed){
velocityX += speed * dt * dur;
if(intVelX() > speed) velocityX = speed;
}
if(direction == -1 and intVelX() > -speed){
velocityX -= speed * dt * dur;
if(intVelX() < -speed) velocityX = -speed;
}
if(direction == 0 and velocityX != 0)
if(intVelX() > 0){
velocityX -= speed * dt * dur;
if(intVelX() < 0) velocityX = 0;
}
else if(intVelX() < 0){
velocityX += speed * dt * dur;
if(intVelX() > 0) velocityX = 0;
}
else if(velocityX <= 1 or velocityX >= -1) velocityX = 0;
//Jump and gravity logic
if(ground){
isRunning = false;
if(currentKeyStates[SDL_SCANCODE_SPACE] and !topCollision){
velocityY = jump;
if(currentKeyStates[SDL_SCANCODE_LSHIFT]){
isRunning = true;
}
}
}
else{
if(isRunning == false) run = 1;
}
if(run!=1) ifRunning = true;
//Get the position and update the velY with gravity
velocityY -= gravity * dt;
float x = velocityX * dt * run;
float y = velocityY * dt;
//Convert and set new int position
posX += static_cast<int>(x);
posY -= static_cast<int>(y+0.5);
rect = {posX,posY,szW,szH};
};
int Player::check(SDL_Rect rectA, int type){
//Initialize and reset collision type
int collision = 0;
//Set B rectangle variables
int bX = rectA.x;
int bY = rectA.y;
int b2X = rectA.x + rectA.w;
int b2Y = rectA.y + rectA.h;
//Float-ize the position
float movX = posX, movY = posY;
//Clacule the opposite od the player direction angle
float angle = atan2(oldPosY - posY, oldPosX - posX);
//Move the player out of the rectangle
if(type == 1){
while(((movX >= bX and movX < b2X)
or (movX + szW > bX and movX + szW <= b2X)
or (movX < bX and movX + szW > b2X))
and ((movY >= bY and movY < b2Y)
or (movY + szH > bY and movY + szH <= b2Y)
or (movY < bY and movY + szH > b2Y))){
movX += cos(angle) / 2;
movY += sin(angle) / 2;
collision = 1;
}
//Correct possible position issues
if(collision == 1){
//Vertical adjustement
if((movX > bX and movX < b2X)
or (movX + szW > bX and movX + szW < b2X)
or (movX < bX and movX + szW > b2X)){
while(movY + szH < bY){
movY++;
velocityY = 0;
}
while(movY - 1 > b2Y){
movY--;
}
}
//Horizontal adjustement
if((movY > bY and movY < b2Y)
or (movY + szH > bY and movY + szH < b2Y)
or (movY < bY and movY + szH > b2Y)){
while(movX + szW < bX){
movX++;
}
while(posX > b2X){
movX--;
}
}
}
//Set and int-ize the position
posX = static_cast<int>(movX);
posY = static_cast<int>(movY);
//Check collsion type and reset velocities
//Vertical collisions
if((posX >= bX and posX < b2X)
or (posX + szW > bX and posX + szW <= b2X)
or (posX < bX and posX + szW > b2X)){
//Top collision
if(posY + szH == bY){
ground = true;
collision = 2;
velocityY = 0;
currentFrame = &plyFrame[1];
}
//Bottom collision
else if(posY == b2Y){
collision = 3;
topCollision = true;
currentFrame = &plyFrame[3];
if(velocityY > 0)
velocityY -= static_cast<int>(velocityY);
}
}
//Horizontal collisions
if((posY >= bY and posY < b2Y)
or (posY + szH > bY and posY + szH <= b2Y)
or (posY < bY and posY + szH > b2Y)){
//Left collision
if(posX + szW == bX){
collision = 4;
currentFrame = &plyFrame[2];
if(velocityX > 0)
velocityX -= static_cast<int>(velocityX);
}
//Right collision
else if(posX == b2X){
collision = 5;
currentFrame = &plyFrame[4];
if(velocityX < 0)
velocityX -= static_cast<int>(velocityX);
}
}
}
else if(type == 2){
if(((movX >= bX and movX < b2X)
or (movX + szW > bX and movX + szW <= b2X)
or (movX < bX and movX + szW > b2X))
and ((movY >= bY and movY < b2Y)
or (movY + szH > bY and movY + szH <= b2Y)
or (movY < bY and movY + szH > b2Y))){
//power = 10 / dTime.getDt();
power = 360;
}
}
return power;
};