Commit, fix boxcollider
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@@ -8,5 +8,7 @@
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namespace Game::AGame {
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GAME_ENTITY(Enemy)
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public:
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void onCollisionEnter(Object::Entity* other) override;
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END_GAME_ENTITY()
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}
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@@ -2,6 +2,7 @@
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#include <object/components/component.hpp>
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#include <state/gamestate.hpp>
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#include <unordered_set>
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namespace Game::Object::Components {
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struct BoxColliderBounds {
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@@ -21,10 +22,10 @@ namespace Game::Object::Components {
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void update(float deltaTime, Object::Entity* thisEntity) override;
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BoxColliderBounds getBounds() const { return mBounds; }
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bool isColliding() const { return mIsColliding; }
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bool isColliding() const { return !mCollidingWith.empty(); }
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private:
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BoxColliderBounds mBounds;
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bool mIsColliding = false; // Whether this collider is currently colliding with another collider; used to determine whether to call onCollisionEnter vs onCollisionStay, and to call onCollisionExit when collisions end
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BoxColliderBounds mBounds{0.f, 0.f, 0.f, 0.f};
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std::unordered_set<Object::Entity*> mCollidingWith; // Track collisions per-entity so enter/stay/exit callbacks remain correct with multiple colliders
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};
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}
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@@ -1,11 +1,19 @@
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#include <game/agame/enemy.hpp>
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#include <object/components/boxcollider.hpp>
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namespace Game::AGame {
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void Enemy::start() {
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mZIndex = 20;
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addComponent<Object::Components::BoxCollider>();
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LOG("Enemy started: " << getName());
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}
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void Enemy::update(float deltaTime) {
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return;
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}
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void Enemy::onCollisionEnter(Object::Entity* other) {
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LOG("Enemy '" << getName() << "' collided with '" << other->getName() << "' (onCollisionEnter); Killing myself now!");
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GameManager::setSharedData("enemyActiveCount", GameManager::getSharedData<int>("enemyActiveCount") - 1);
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}
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}
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@@ -1,5 +1,8 @@
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#include <object/components/boxcollider.hpp>
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#include <object/entity.hpp>
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#include <renderer/texture.hpp>
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#include <algorithm>
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namespace Game::Object::Components {
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BoxCollider::BoxCollider(const BoxCollider& other) : Component(other) {
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@@ -32,44 +35,68 @@ namespace Game::Object::Components {
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void BoxCollider::update(float deltaTime, Object::Entity* thisEntity) {
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// Collision detection and response logic can go here
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(void)deltaTime;
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if (!thisEntity) {
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return;
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}
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// Make box bounds
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Transform* transform = thisEntity->getTransform();
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float halfWidth = transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT * 0.5f;
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float halfHeight = transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT * 0.5f;
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float left = transform->x - halfWidth;
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float right = transform->x + halfWidth;
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float top = transform->y - halfHeight;
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float bottom = transform->y + halfHeight;
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if (!transform) {
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return;
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}
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float width = 1.f;
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float height = 1.f;
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if (const auto tex = thisEntity->getTexture()) {
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width = tex->getWidth() * transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT;
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height = tex->getHeight() * transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT;
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} else {
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width = transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT;
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height = transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT;
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}
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width = std::max(1.f, width);
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height = std::max(1.f, height);
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// Transform position is used as top-left in rendering, so match that convention for collision bounds.
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float left = transform->x;
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float right = transform->x + width;
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float top = transform->y;
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float bottom = transform->y + height;
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mBounds = {left, right, top, bottom};
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// Check for collisions with other entities that have box colliders
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// For simplicity, just check each
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std::unordered_set<Entity*> currentCollisions;
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std::vector<Entity*> entities = State::GameState::getInstance().getEntitiesSnapshot();
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for (Entity* other : entities) {
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if (other == thisEntity) continue; // Don't check collision with self
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if (!other || other == thisEntity || !other->isActive()) continue; // Don't check collision with self/inactive entities
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BoxCollider* otherCollider = other->getComponent<BoxCollider>();
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if (!otherCollider) continue; // No collider, skip
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if (!otherCollider || !otherCollider->isActive()) continue; // No active collider, skip
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BoxColliderBounds otherBounds = otherCollider->getBounds();
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if (left < otherBounds.right && right > otherBounds.left && top < otherBounds.bottom && bottom > otherBounds.top) {
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bool isOverlapping = left < otherBounds.right && right > otherBounds.left && top < otherBounds.bottom && bottom > otherBounds.top;
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if (isOverlapping) {
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currentCollisions.insert(other);
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// Collision detected
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if (!mIsColliding) {
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mIsColliding = true;
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if (!mCollidingWith.contains(other)) {
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thisEntity->onCollisionEnter(other);
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other->onCollisionEnter(thisEntity);
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//other->onCollisionEnter(thisEntity);
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} else {
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thisEntity->onCollisionStay(other);
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other->onCollisionStay(thisEntity);
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}
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} else {
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// No collision
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if (mIsColliding) {
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mIsColliding = false;
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thisEntity->onCollisionExit(other);
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other->onCollisionExit(thisEntity);
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//other->onCollisionStay(thisEntity);
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}
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}
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}
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for (Entity* wasColliding : mCollidingWith) {
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if (!currentCollisions.contains(wasColliding)) {
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thisEntity->onCollisionExit(wasColliding);
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//wasColliding->onCollisionExit(thisEntity);
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}
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}
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mCollidingWith = std::move(currentCollisions);
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}
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}
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