#pragma once #include #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& 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; // Devuelve true si el jugador está parcialmente dentro de algún tile de slope // (algún pie está por debajo de la superficie de un slope que solapa) [[nodiscard]] auto isInsideAnySlope(float x, float foot_y, float w) const -> bool; private: static constexpr int TS = ::Tile::SIZE; static constexpr int MW = ::Map::WIDTH; static constexpr int MH = ::Map::HEIGHT; const std::vector& tile_map_; [[nodiscard]] static auto toTile(int px) -> int { return px / TS; } };