Trabajando en las colisiones

This commit is contained in:
2022-08-16 13:54:22 +02:00
parent 77980a4d70
commit a941f72208
7 changed files with 140 additions and 20 deletions

View File

@@ -1,11 +1,12 @@
#include "player.h"
// Constructor
Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input)
Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map)
{
this->asset = asset;
this->renderer = renderer;
this->input = input;
this->map = map;
sound_jump = JA_LoadSound(asset->get("sound_player_jump.wav").c_str());
sound_death = JA_LoadSound(asset->get("sound_player_death.wav").c_str());
@@ -15,10 +16,12 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input)
loadTextureFromFile(texture, asset->get("player.png"), renderer);
sprite = new AnimatedSprite(texture, renderer, asset->get("player.ani"));
sprite->setPosX(16);
sprite->setPosY(168);
sprite->setPosY(0);
sprite->setCurrentAnimation("stand");
gravity = 0.5f;
can_jump = true;
standing = true;
invulnerable = true;
@@ -28,6 +31,8 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input)
lifes = 10;
coins = 0;
key.insert(key.end(), {0, 0, 0, 0, 0, 0});
const SDL_Point p = {0, 0};
collider.insert(collider.end(), {p, p, p, p, p, p});
}
// Destructor
@@ -47,7 +52,9 @@ Player::~Player()
void Player::update()
{
checkInput();
addGravity();
sprite->update();
updateColliders();
}
// Dibuja el objeto
@@ -78,4 +85,45 @@ void Player::checkInput()
sprite->setVelX(0);
sprite->setCurrentAnimation("stand");
}
}
// Aplica la gravedad
void Player::addGravity()
{
sprite->setVelY(gravity);
}
// Actualiza los puntos de colisión
void Player::updateColliders()
{
const SDL_Point p = {(int)sprite->getPosX(), (int)sprite->getPosY()};
collider[0] = p;
collider[1] = {p.x, p.y + 12};
collider[2] = {p.x, p.y + 23};
collider[3] = {p.x + 15, p.y};
collider[4] = {p.x + 15, p.y + 12};
collider[5] = {p.x + 15, p.y + 23};
}
// Compruena las colisiones con el mapa
void Player::checkMapCollisions()
{
bool collision = false;
for (auto c : collider)
{
collision |= (map->getTile(c) == wall);
}
if (collision)
{
undoMove();
}
}
// Deshace el último movimiento
void Player::undoMove()
{
sprite->undoMove();
}