244 lines
9.3 KiB
C++
244 lines
9.3 KiB
C++
#include "game/gameplay/tile_collider.hpp"
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#include <algorithm> // Para std::min, std::max
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#include <cmath> // Para std::ceil
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#include "utils/defines.hpp"
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TileCollider::TileCollider(const std::vector<int>& collision_tile_map)
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: tile_map_(collision_tile_map) {}
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// --- Queries básicas ---
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auto TileCollider::getTileAt(int tile_x, int tile_y) const -> Tile {
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if (tile_x < 0 || tile_x >= MW || tile_y < 0 || tile_y >= MH) {
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return Tile::EMPTY;
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}
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int value = tile_map_[(tile_y * MW) + tile_x];
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if (value >= 0 && value <= 5) {
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return static_cast<Tile>(value);
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}
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return Tile::EMPTY;
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}
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auto TileCollider::isSolid(int tile_x, int tile_y) const -> bool {
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return getTileAt(tile_x, tile_y) == Tile::WALL;
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}
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// Calcula la Y de la superficie de una slope en un pixel X concreto.
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// Las slopes son de 45° y ocupan un tile de 8x8:
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// SLOPE_L (\): alto a la izquierda, bajo a la derecha. surface = bottom - (7 - x_in_tile)
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// SLOPE_R (/): alto a la derecha, bajo a la izquierda. surface = bottom - x_in_tile
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auto TileCollider::getSlopeY(int tile_x, int tile_y, float px) const -> float {
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auto tile_bottom = static_cast<float>(((tile_y + 1) * TS) - 1);
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float x_in_tile = px - static_cast<float>(tile_x * TS);
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x_in_tile = std::clamp(x_in_tile, 0.0F, static_cast<float>(TS - 1));
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auto tile = getTileAt(tile_x, tile_y);
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if (tile == Tile::SLOPE_L) {
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return tile_bottom - (static_cast<float>(TS - 1) - x_in_tile);
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}
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if (tile == Tile::SLOPE_R) {
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return tile_bottom - x_in_tile;
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}
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return tile_bottom;
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}
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// --- Colisión con paredes ---
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auto TileCollider::checkWallLeft(float x, float y, float w, float h) const -> float {
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(void)w;
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int col = toTile(static_cast<int>(x) - 1);
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int top_row = toTile(static_cast<int>(y));
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int bot_row = toTile(static_cast<int>(y + h - 2));
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for (int row = top_row; row <= bot_row; ++row) {
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if (isSolid(col, row)) {
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return static_cast<float>((col + 1) * TS);
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}
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}
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return Collision::NONE;
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}
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auto TileCollider::checkWallRight(float x, float y, float w, float h) const -> float {
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int col = toTile(static_cast<int>(x + w));
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int top_row = toTile(static_cast<int>(y));
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int bot_row = toTile(static_cast<int>(y + h - 2));
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for (int row = top_row; row <= bot_row; ++row) {
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if (isSolid(col, row)) {
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return static_cast<float>(col * TS);
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}
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}
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return Collision::NONE;
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}
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// --- Colisión con techo ---
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auto TileCollider::checkCeiling(float x, float y, float w) const -> float {
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int top_row = toTile(static_cast<int>(y));
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int left_col = toTile(static_cast<int>(x));
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int right_col = toTile(static_cast<int>(x + w - 1));
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for (int col = left_col; col <= right_col; ++col) {
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if (isSolid(col, top_row)) {
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return static_cast<float>((top_row + 1) * TS);
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}
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}
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return Collision::NONE;
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}
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// --- Colisión con suelo (landing) ---
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// Busca suelo entre foot_y_current y foot_y_new (rango de caída del frame).
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// WALL: siempre bloquea.
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// PASSABLE: solo si los pies estaban por encima del borde superior del tile.
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// SLOPE: solo si los pies estaban por encima de la superficie Y el jugador no está
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// parcialmente dentro de otra slope (evita aterrizar al hacer drop-through
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// o al saltar a través de una slope desde abajo).
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// NOLINTNEXTLINE(readability-function-cognitive-complexity)
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auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit {
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int start_row = toTile(static_cast<int>(foot_y_current));
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int end_row = toTile(static_cast<int>(foot_y_new));
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int left_col = toTile(static_cast<int>(x));
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int right_col = toTile(static_cast<int>(x + w - 1));
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// Si algún pie está por debajo de la superficie de algún slope → bloquear aterrizaje en slopes
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bool block_slope_landing = isInsideAnySlope(x, foot_y_current, w);
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FloorHit best;
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for (int row = start_row; row <= end_row; ++row) {
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for (int col = left_col; col <= right_col; ++col) {
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auto tile = getTileAt(col, row);
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float floor_y = Collision::NONE;
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if (tile == Tile::WALL) {
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floor_y = static_cast<float>(row * TS);
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} else if (tile == Tile::PASSABLE) {
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auto tile_top = static_cast<float>(row * TS);
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// Solo cuenta como suelo si los pies estaban por encima antes del movimiento
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if (foot_y_current <= tile_top) {
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floor_y = tile_top;
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}
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} else if (!block_slope_landing && (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R)) {
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float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1;
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float slope_y = getSlopeY(col, row, check_x);
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// Solo aterrizar si los pies estaban por encima de la superficie
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if (foot_y_new >= slope_y && foot_y_current <= slope_y) {
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floor_y = slope_y;
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}
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}
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if (floor_y != Collision::NONE && (best.y == Collision::NONE || floor_y < best.y)) {
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best = {.y = floor_y, .type = tile, .tile_x = col, .tile_y = row};
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}
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}
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}
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return best;
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}
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// --- Detección de suelo debajo ---
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auto TileCollider::hasGroundBelow(float x, float foot_y, float w) const -> bool {
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int row = toTile(static_cast<int>(foot_y));
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int left_col = toTile(static_cast<int>(x));
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int right_col = toTile(static_cast<int>(x + w - 1));
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for (int col = left_col; col <= right_col; ++col) {
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auto tile = getTileAt(col, row);
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if (tile == Tile::WALL || tile == Tile::PASSABLE) {
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return true;
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}
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if (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R) {
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float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1;
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float slope_y = getSlopeY(col, row, check_x);
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if (slope_y <= foot_y + 1) {
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return true;
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}
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}
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}
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return false;
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}
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// --- Comprueba si el jugador está parcialmente dentro de algún slope ---
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// Devuelve true si algún pie del jugador está POR DEBAJO de la superficie de algún
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// tile de slope que solape. Esto indica que el jugador está "dentro" de una slope
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// (por ejemplo, tras hacer drop-through o al saltar desde abajo).
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// Cuando esto ocurre, checkFloor bloquea el aterrizaje en slopes para evitar que
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// el jugador se quede pegado encima de una slope que está atravesando.
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auto TileCollider::isInsideAnySlope(float x, float foot_y, float w) const -> bool {
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int foot_row = toTile(static_cast<int>(foot_y));
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int left_col = toTile(static_cast<int>(x));
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int right_col = toTile(static_cast<int>(x + w - 1));
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for (int row = foot_row - 1; row <= foot_row; ++row) {
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for (int col = left_col; col <= right_col; ++col) {
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auto tile = getTileAt(col, row);
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if (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R) {
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float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1;
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float slope_y = getSlopeY(col, row, check_x);
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if (foot_y > slope_y) {
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return true;
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}
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}
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}
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}
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return false;
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}
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// --- Detección de slope debajo (transición ground→slope) ---
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// Busca una slope directamente debajo del jugador (para transición ground→slope).
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// Escanea la fila de los pies Y la fila superior: las slopes en escalera siempre
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// tienen el tile de entrada una fila arriba del suelo desde el que se accede.
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// NOLINTNEXTLINE(readability-function-cognitive-complexity)
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auto TileCollider::checkSlopeBelow(float x, float foot_y, float w) const -> SlopeInfo {
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int foot_row = toTile(static_cast<int>(foot_y));
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int left_col = toTile(static_cast<int>(x));
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int right_col = toTile(static_cast<int>(x + w - 1));
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for (int row = foot_row - 1; row <= foot_row; ++row) {
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for (int col = left_col; col <= right_col; ++col) {
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auto tile = getTileAt(col, row);
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if (tile == Tile::SLOPE_L) {
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float foot_x = (col == left_col) ? x : x + w - 1;
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float slope_y = getSlopeY(col, row, foot_x);
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if (slope_y <= foot_y && slope_y >= foot_y - TS) {
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return {.on_slope = true, .type = Tile::SLOPE_L, .tile_x = col, .tile_y = row, .surface_y = slope_y};
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}
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}
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if (tile == Tile::SLOPE_R) {
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float foot_x = (col == right_col) ? x + w - 1 : x;
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float slope_y = getSlopeY(col, row, foot_x);
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if (slope_y <= foot_y && slope_y >= foot_y - TS) {
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return {.on_slope = true, .type = Tile::SLOPE_R, .tile_x = col, .tile_y = row, .surface_y = slope_y};
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}
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}
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}
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}
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return {};
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}
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// --- Detección de kill tiles ---
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// Devuelve true si el rectángulo del jugador solapa algún tile KILL.
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auto TileCollider::touchesKillTile(float x, float y, float w, float h) const -> bool {
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int top_row = toTile(static_cast<int>(y));
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int bot_row = toTile(static_cast<int>(y + h - 1));
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int left_col = toTile(static_cast<int>(x));
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int right_col = toTile(static_cast<int>(x + w - 1));
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for (int row = top_row; row <= bot_row; ++row) {
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for (int col = left_col; col <= right_col; ++col) {
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if (getTileAt(col, row) == Tile::KILL) {
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return true;
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}
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}
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}
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return false;
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}
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