#include "game/gameplay/tile_collider.hpp" #include // Para std::min, std::max #include // Para std::ceil #include "utils/defines.hpp" TileCollider::TileCollider(const std::vector& 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(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((tile_y + 1) * TS - 1); float x_in_tile = px - static_cast(tile_x * TS); x_in_tile = std::clamp(x_in_tile, 0.0F, static_cast(TS - 1)); auto tile = getTileAt(tile_x, tile_y); if (tile == Tile::SLOPE_L) { // \ descendente de izquierda a derecha return tile_bottom - (static_cast(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(x) - 1); int top_row = toTile(static_cast(y)); int bot_row = toTile(static_cast(y + h - 2)); for (int row = top_row; row <= bot_row; ++row) { if (isSolid(col, row)) { return static_cast((col + 1) * TS); } } return Collision::NONE; } auto TileCollider::checkWallRight(float x, float y, float w, float h) const -> float { int col = toTile(static_cast(x + w)); int top_row = toTile(static_cast(y)); int bot_row = toTile(static_cast(y + h - 2)); for (int row = top_row; row <= bot_row; ++row) { if (isSolid(col, row)) { return static_cast(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(y)); int left_col = toTile(static_cast(x)); int right_col = toTile(static_cast(x + w - 1)); for (int col = left_col; col <= right_col; ++col) { if (isSolid(col, top_row)) { return static_cast((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(foot_y_current)); int end_row = toTile(static_cast(foot_y_new)); int left_col = toTile(static_cast(x)); int right_col = toTile(static_cast(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(row * TS); } else if (tile == Tile::PASSABLE) { float tile_top = static_cast(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(foot_y)); int left_col = toTile(static_cast(x)); int right_col = toTile(static_cast(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(foot_y)); int left_col = toTile(static_cast(x)); int right_col = toTile(static_cast(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 {}; }