60 lines
1.9 KiB
C++
60 lines
1.9 KiB
C++
#pragma once
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#include <vector>
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#include "utils/defines.hpp"
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class TileCollider {
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public:
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enum class Tile : int {
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EMPTY = 0,
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WALL = 1,
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PASSABLE = 2,
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SLOPE_L = 3,
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SLOPE_R = 4
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};
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struct FloorHit {
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float y{-1};
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Tile type{Tile::EMPTY};
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int tile_x{0};
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int tile_y{0};
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};
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struct SlopeInfo {
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bool on_slope{false};
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Tile type{Tile::EMPTY};
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int tile_x{0};
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int tile_y{0};
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float surface_y{0};
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};
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explicit TileCollider(const std::vector<int>& collision_tile_map);
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// Queries básicas
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[[nodiscard]] auto getTileAt(int tile_x, int tile_y) const -> Tile;
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[[nodiscard]] auto isSolid(int tile_x, int tile_y) const -> bool;
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[[nodiscard]] auto getSlopeY(int tile_x, int tile_y, float px) const -> float;
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// Colisión para el Player
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[[nodiscard]] auto checkWallLeft(float x, float y, float w, float h) const -> float;
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[[nodiscard]] auto checkWallRight(float x, float y, float w, float h) const -> float;
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[[nodiscard]] auto checkCeiling(float x, float y, float w) const -> float;
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[[nodiscard]] auto checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit;
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[[nodiscard]] auto hasGroundBelow(float x, float foot_y, float w) const -> bool;
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[[nodiscard]] auto checkSlopeBelow(float x, float foot_y, float w) const -> SlopeInfo;
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// Devuelve true si el jugador está parcialmente dentro de algún tile de slope
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// (algún pie está por debajo de la superficie de un slope que solapa)
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[[nodiscard]] auto isInsideAnySlope(float x, float foot_y, float w) const -> bool;
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private:
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static constexpr int TS = ::Tile::SIZE;
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static constexpr int MW = ::Map::WIDTH;
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static constexpr int MH = ::Map::HEIGHT;
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const std::vector<int>& tile_map_;
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[[nodiscard]] static auto toTile(int px) -> int { return px / TS; }
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};
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