collision tile

This commit is contained in:
2026-04-06 21:51:40 +02:00
parent 98715ef3a7
commit 5393a861d1
11 changed files with 781 additions and 790 deletions

View File

@@ -10,7 +10,8 @@
// Constructor
CollisionMap::CollisionMap(std::vector<int> collision_tile_map, int conveyor_belt_direction)
: collision_tile_map_(std::move(collision_tile_map)),
conveyor_belt_direction_(conveyor_belt_direction) {
conveyor_belt_direction_(conveyor_belt_direction),
tile_collider_(collision_tile_map_) {
// Inicializa todas las superficies de colisión
initializeSurfaces();
}
@@ -41,13 +42,20 @@ auto CollisionMap::getTile(int index) const -> Tile {
}
switch (collision_tile_map_[index]) {
case 1: return Tile::WALL;
case 2: return Tile::PASSABLE;
case 3: return Tile::SLOPE_L;
case 4: return Tile::SLOPE_R;
case 5: return Tile::KILL;
case 6: return Tile::ANIMATED;
default: return Tile::EMPTY;
case 1:
return Tile::WALL;
case 2:
return Tile::PASSABLE;
case 3:
return Tile::SLOPE_L;
case 4:
return Tile::SLOPE_R;
case 5:
return Tile::KILL;
case 6:
return Tile::ANIMATED;
default:
return Tile::EMPTY;
}
}

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@@ -4,8 +4,9 @@
#include <vector> // Para vector
#include "utils/defines.hpp" // Para Tile::SIZE, Map::WIDTH, Map::HEIGHT
#include "utils/utils.hpp" // Para LineHorizontal, LineDiagonal, LineVertical
#include "game/gameplay/tile_collider.hpp" // Para TileCollider
#include "utils/defines.hpp" // Para Tile::SIZE, Map::WIDTH, Map::HEIGHT
#include "utils/utils.hpp" // Para LineHorizontal, LineDiagonal, LineVertical
/**
* @brief Mapa de colisiones de una habitación
@@ -71,6 +72,7 @@ class CollisionMap {
// --- Getters ---
[[nodiscard]] auto getConveyorBeltDirection() const -> int { return conveyor_belt_direction_; }
[[nodiscard]] auto getTileCollider() const -> const TileCollider& { return tile_collider_; }
// Getters para debug visualization
[[nodiscard]] auto getBottomFloors() const -> const std::vector<LineHorizontal>& { return bottom_floors_; }
@@ -90,6 +92,7 @@ class CollisionMap {
// --- Datos de la habitación ---
std::vector<int> collision_tile_map_; // Mapa de colisiones por tile
int conveyor_belt_direction_; // Dirección de conveyor belts
TileCollider tile_collider_; // Sistema de colisión por tiles
// --- Geometría de colisión ---
std::vector<LineHorizontal> bottom_floors_; // Superficies inferiores (suelos)

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@@ -161,6 +161,10 @@ void Room::setPaused(bool value) {
item_manager_->setPaused(value);
}
auto Room::getTileCollider() const -> const TileCollider& {
return collision_map_->getTileCollider();
}
// Devuelve la cadena del fichero de la habitación contigua segun el borde
auto Room::getRoom(Border border) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
switch (border) {

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@@ -16,6 +16,7 @@ class Surface; // lines 13-13
class EnemyManager;
class ItemManager;
class CollisionMap;
class TileCollider;
class TilemapRenderer;
class Room {
@@ -102,6 +103,7 @@ class Room {
[[nodiscard]] auto getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal*; // Obtiene puntero a slope en un punto
void setPaused(bool value); // Pone el mapa en modo pausa
[[nodiscard]] auto getConveyorBeltDirection() const -> int { return conveyor_belt_direction_; } // Obten la direccion de las superficies automaticas
[[nodiscard]] auto getTileCollider() const -> const TileCollider&;
// Método de carga de archivos YAML (delegado a RoomLoader)
static auto loadYAML(const std::string& file_path, bool verbose = false) -> Data; // Carga habitación desde archivo YAML unificado

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@@ -0,0 +1,182 @@
#include "game/gameplay/tile_collider.hpp"
#include <algorithm> // Para std::min, std::max
#include <cmath> // Para std::ceil
#include "utils/defines.hpp"
TileCollider::TileCollider(const std::vector<int>& collision_tile_map)
: tile_map_(collision_tile_map) {}
// --- Queries básicas ---
auto TileCollider::getTileAt(int tile_x, int tile_y) const -> Tile {
if (tile_x < 0 || tile_x >= MW || tile_y < 0 || tile_y >= MH) {
return Tile::EMPTY;
}
int value = tile_map_[tile_y * MW + tile_x];
if (value >= 0 && value <= 4) {
return static_cast<Tile>(value);
}
return Tile::EMPTY;
}
auto TileCollider::isSolid(int tile_x, int tile_y) const -> bool {
return getTileAt(tile_x, tile_y) == Tile::WALL;
}
auto TileCollider::getSlopeY(int tile_x, int tile_y, float px) const -> float {
float tile_bottom = static_cast<float>((tile_y + 1) * TS - 1);
float x_in_tile = px - static_cast<float>(tile_x * TS);
x_in_tile = std::clamp(x_in_tile, 0.0F, static_cast<float>(TS - 1));
auto tile = getTileAt(tile_x, tile_y);
if (tile == Tile::SLOPE_L) {
// \ descendente de izquierda a derecha
return tile_bottom - (static_cast<float>(TS - 1) - x_in_tile);
}
if (tile == Tile::SLOPE_R) {
// / descendente de derecha a izquierda
return tile_bottom - x_in_tile;
}
return tile_bottom;
}
// --- Colisión con paredes ---
auto TileCollider::checkWallLeft(float x, float y, float w, float h) const -> float {
(void)w;
int col = toTile(static_cast<int>(x) - 1);
int top_row = toTile(static_cast<int>(y));
int bot_row = toTile(static_cast<int>(y + h - 2));
for (int row = top_row; row <= bot_row; ++row) {
if (isSolid(col, row)) {
return static_cast<float>((col + 1) * TS);
}
}
return Collision::NONE;
}
auto TileCollider::checkWallRight(float x, float y, float w, float h) const -> float {
int col = toTile(static_cast<int>(x + w));
int top_row = toTile(static_cast<int>(y));
int bot_row = toTile(static_cast<int>(y + h - 2));
for (int row = top_row; row <= bot_row; ++row) {
if (isSolid(col, row)) {
return static_cast<float>(col * TS);
}
}
return Collision::NONE;
}
// --- Colisión con techo ---
auto TileCollider::checkCeiling(float x, float y, float w) const -> float {
int top_row = toTile(static_cast<int>(y));
int left_col = toTile(static_cast<int>(x));
int right_col = toTile(static_cast<int>(x + w - 1));
for (int col = left_col; col <= right_col; ++col) {
if (isSolid(col, top_row)) {
return static_cast<float>((top_row + 1) * TS);
}
}
return Collision::NONE;
}
// --- Colisión con suelo (landing) ---
auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit {
int start_row = toTile(static_cast<int>(foot_y_current));
int end_row = toTile(static_cast<int>(foot_y_new));
int left_col = toTile(static_cast<int>(x));
int right_col = toTile(static_cast<int>(x + w - 1));
FloorHit best;
for (int row = start_row; row <= end_row; ++row) {
for (int col = left_col; col <= right_col; ++col) {
auto tile = getTileAt(col, row);
float floor_y = Collision::NONE;
if (tile == Tile::WALL) {
floor_y = static_cast<float>(row * TS);
} else if (tile == Tile::PASSABLE) {
float tile_top = static_cast<float>(row * TS);
// Solo cuenta como suelo si los pies estaban por encima antes del movimiento
if (foot_y_current <= tile_top) {
floor_y = tile_top;
}
} else if (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R) {
float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1;
float slope_y = getSlopeY(col, row, check_x);
if (foot_y_new >= slope_y && foot_y_current <= slope_y + TS) {
floor_y = slope_y;
}
}
if (floor_y != Collision::NONE && (best.y == Collision::NONE || floor_y < best.y)) {
best = {floor_y, tile, col, row};
}
}
}
return best;
}
// --- Detección de suelo debajo ---
auto TileCollider::hasGroundBelow(float x, float foot_y, float w) const -> bool {
int row = toTile(static_cast<int>(foot_y));
int left_col = toTile(static_cast<int>(x));
int right_col = toTile(static_cast<int>(x + w - 1));
for (int col = left_col; col <= right_col; ++col) {
auto tile = getTileAt(col, row);
if (tile == Tile::WALL || tile == Tile::PASSABLE) {
return true;
}
if (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R) {
float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1;
float slope_y = getSlopeY(col, row, check_x);
if (slope_y <= foot_y + 1) {
return true;
}
}
}
return false;
}
// --- Detección de slope debajo (transición ground→slope) ---
auto TileCollider::checkSlopeBelow(float x, float foot_y, float w) const -> SlopeInfo {
int foot_row = toTile(static_cast<int>(foot_y));
int left_col = toTile(static_cast<int>(x));
int right_col = toTile(static_cast<int>(x + w - 1));
// Comprobar la fila de los pies Y la fila de arriba
// (la slope entry puede estar un tile arriba del nivel de la plataforma)
for (int row = foot_row - 1; row <= foot_row; ++row) {
for (int col = left_col; col <= right_col; ++col) {
auto tile = getTileAt(col, row);
if (tile == Tile::SLOPE_L) {
float foot_x = (col == left_col) ? x : x + w - 1;
float slope_y = getSlopeY(col, row, foot_x);
if (slope_y <= foot_y && slope_y >= foot_y - TS) {
return {true, Tile::SLOPE_L, col, row, slope_y};
}
}
if (tile == Tile::SLOPE_R) {
float foot_x = (col == right_col) ? x + w - 1 : x;
float slope_y = getSlopeY(col, row, foot_x);
if (slope_y <= foot_y && slope_y >= foot_y - TS) {
return {true, Tile::SLOPE_R, col, row, slope_y};
}
}
}
}
return {};
}

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@@ -0,0 +1,55 @@
#pragma once
#include <vector>
#include "utils/defines.hpp"
class TileCollider {
public:
enum class Tile : int {
EMPTY = 0,
WALL = 1,
PASSABLE = 2,
SLOPE_L = 3,
SLOPE_R = 4
};
struct FloorHit {
float y{-1};
Tile type{Tile::EMPTY};
int tile_x{0};
int tile_y{0};
};
struct SlopeInfo {
bool on_slope{false};
Tile type{Tile::EMPTY};
int tile_x{0};
int tile_y{0};
float surface_y{0};
};
explicit TileCollider(const std::vector<int>& collision_tile_map);
// Queries básicas
[[nodiscard]] auto getTileAt(int tile_x, int tile_y) const -> Tile;
[[nodiscard]] auto isSolid(int tile_x, int tile_y) const -> bool;
[[nodiscard]] auto getSlopeY(int tile_x, int tile_y, float px) const -> float;
// Colisión para el Player
[[nodiscard]] auto checkWallLeft(float x, float y, float w, float h) const -> float;
[[nodiscard]] auto checkWallRight(float x, float y, float w, float h) const -> float;
[[nodiscard]] auto checkCeiling(float x, float y, float w) const -> float;
[[nodiscard]] auto checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit;
[[nodiscard]] auto hasGroundBelow(float x, float foot_y, float w) const -> bool;
[[nodiscard]] auto checkSlopeBelow(float x, float foot_y, float w) const -> SlopeInfo;
private:
static constexpr int TS = ::Tile::SIZE;
static constexpr int MW = ::Map::WIDTH;
static constexpr int MH = ::Map::HEIGHT;
const std::vector<int>& tile_map_;
[[nodiscard]] static auto toTile(int px) -> int { return px / TS; }
};