box collider

This commit is contained in:
2026-04-13 14:03:59 +02:00
parent 0f776347f4
commit dc55af5323
8 changed files with 67 additions and 5 deletions

View File

@@ -10,6 +10,6 @@ GAME_ENTITY(Player)
private: private:
Object::Sound mSound; Object::Sound mSound;
float mSpeed = 200.f; // Pixels per second float mSpeed = 200.f; // Pixels per second
float mHealth = 100.f; [[maybe_unused]] float mHealth = 100.f;
END_GAME_ENTITY() END_GAME_ENTITY()
} }

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@@ -1,8 +1,13 @@
#pragma once #pragma once
#include <object/components/component.hpp> #include <object/components/component.hpp>
#include <state/gamestate.hpp>
namespace Game::Object::Components { namespace Game::Object::Components {
struct BoxColliderBounds {
float left, right, top, bottom;
};
class BoxCollider : public Component { class BoxCollider : public Component {
public: public:
BoxCollider() = default; BoxCollider() = default;
@@ -15,6 +20,11 @@ namespace Game::Object::Components {
void start(Object::Entity* thisEntity) override; void start(Object::Entity* thisEntity) override;
void update(float deltaTime, Object::Entity* thisEntity) override; void update(float deltaTime, Object::Entity* thisEntity) override;
BoxColliderBounds getBounds() const { return mBounds; }
bool isColliding() const { return mIsColliding; }
private: private:
BoxColliderBounds mBounds;
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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@@ -35,6 +35,14 @@ namespace Game::Object {
virtual void destroyed() {}; // Pre-destruction call virtual void destroyed() {}; // Pre-destruction call
void render(Game::Renderer::Renderer* renderer, Game::Renderer::RendererConfig config); void render(Game::Renderer::Renderer* renderer, Game::Renderer::RendererConfig config);
// Collision calls
// Called once when a collision begins
virtual void onCollisionEnter(Entity* other) {}
// Called every update while a collision continues
virtual void onCollisionStay(Entity* other) {}
// Called once when a collision ends
virtual void onCollisionExit(Entity* other) {}
// Setters and getters // Setters and getters
void setTexture(std::shared_ptr<Game::Renderer::Texture> tex) { mTex = tex; } void setTexture(std::shared_ptr<Game::Renderer::Texture> tex) { mTex = tex; }
void setName(const std::string& name) { mName = name; } void setName(const std::string& name) { mName = name; }

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@@ -26,8 +26,8 @@ namespace Game::State {
// Update entity at index, by REFERENCE. // Update entity at index, by REFERENCE.
Object::Entity* getAtIndex(size_t at); Object::Entity* getAtIndex(size_t at);
// Add an entity to the gamestate. // Add an entity to the gamestate; Returns a temporary pointer to the entity added. Note that the validity of this pointer cannot be guaranteed after the first call.
void addEntity(std::unique_ptr<Object::Entity> entity); Object::Entity* addEntity(std::unique_ptr<Object::Entity> entity);
bool removeEntity(const std::string& name); bool removeEntity(const std::string& name);
private: private:

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@@ -3,6 +3,7 @@
#include <iostream> #include <iostream>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <shared_mutex> #include <shared_mutex>
#include <mutex>
#include <random> #include <random>
#include <cstdlib> #include <cstdlib>

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@@ -9,6 +9,7 @@
#include <renderer/texture.hpp> #include <renderer/texture.hpp>
#include <renderer/font.hpp> #include <renderer/font.hpp>
#include <game/agame/sampletextbox.hpp> #include <game/agame/sampletextbox.hpp>
#include <object/components/boxcollider.hpp>
using namespace Game; using namespace Game;
@@ -22,7 +23,8 @@ int main() {
//Object::Transform t1{100.f, 100.f, 0.f, 1.f, 1.f}; //Object::Transform t1{100.f, 100.f, 0.f, 1.f, 1.f};
State::GameState::getInstance().addEntity(std::make_unique<AGame::Background>("BG", std::make_shared<Game::Renderer::Texture>("../resources/bgtest.png", window.getRenderer()->getSDLRenderer()), Object::DEFAULT_TRANSFORM)); State::GameState::getInstance().addEntity(std::make_unique<AGame::Background>("BG", std::make_shared<Game::Renderer::Texture>("../resources/bgtest.png", window.getRenderer()->getSDLRenderer()), Object::DEFAULT_TRANSFORM));
State::GameState::getInstance().addEntity(std::make_unique<AGame::Player>("Player", std::make_shared<Game::Renderer::Texture>("../resources/l3ladja.png", window.getRenderer()->getSDLRenderer()), Object::DEFAULT_TRANSFORM)); Object::Entity* player = State::GameState::getInstance().addEntity(std::make_unique<AGame::Player>("Player", std::make_shared<Game::Renderer::Texture>("../resources/l3ladja.png", window.getRenderer()->getSDLRenderer()), Object::DEFAULT_TRANSFORM));
player->addComponent<Object::Components::BoxCollider>();
//State::GameState::getInstance().addEntity(std::make_unique<AGame::Player>("Player2", std::make_shared<Game::Renderer::Font>("../resources/roboto.ttf", window.getRenderer()->getSDLRenderer(), 128, "Roboto"), t1)); //State::GameState::getInstance().addEntity(std::make_unique<AGame::Player>("Player2", std::make_shared<Game::Renderer::Font>("../resources/roboto.ttf", window.getRenderer()->getSDLRenderer(), 128, "Roboto"), t1));
window.run(); window.run();

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@@ -1,4 +1,5 @@
#include <object/components/boxcollider.hpp> #include <object/components/boxcollider.hpp>
#include <object/entity.hpp>
namespace Game::Object::Components { namespace Game::Object::Components {
BoxCollider::BoxCollider(const BoxCollider& other) : Component(other) { BoxCollider::BoxCollider(const BoxCollider& other) : Component(other) {
@@ -31,5 +32,44 @@ namespace Game::Object::Components {
void BoxCollider::update(float deltaTime, Object::Entity* thisEntity) { void BoxCollider::update(float deltaTime, Object::Entity* thisEntity) {
// Collision detection and response logic can go here // Collision detection and response logic can go here
// Make box bounds
Transform* transform = thisEntity->getTransform();
float halfWidth = transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT * 0.5f;
float halfHeight = transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT * 0.5f;
float left = transform->x - halfWidth;
float right = transform->x + halfWidth;
float top = transform->y - halfHeight;
float bottom = transform->y + halfHeight;
mBounds = {left, right, top, bottom};
// Check for collisions with other entities that have box colliders
// For simplicity, just check each
std::vector<Entity*> entities = State::GameState::getInstance().getEntitiesSnapshot();
for (Entity* other : entities) {
if (other == thisEntity) continue; // Don't check collision with self
BoxCollider* otherCollider = other->getComponent<BoxCollider>();
if (!otherCollider) continue; // No collider, skip
BoxColliderBounds otherBounds = otherCollider->getBounds();
if (left < otherBounds.right && right > otherBounds.left && top < otherBounds.bottom && bottom > otherBounds.top) {
// Collision detected
if (!mIsColliding) {
mIsColliding = true;
thisEntity->onCollisionEnter(other);
other->onCollisionEnter(thisEntity);
} else {
thisEntity->onCollisionStay(other);
other->onCollisionStay(thisEntity);
}
} else {
// No collision
if (mIsColliding) {
mIsColliding = false;
thisEntity->onCollisionExit(other);
other->onCollisionExit(thisEntity);
}
}
}
} }
} }

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@@ -13,7 +13,7 @@ namespace Game::State {
} }
} }
void GameState::addEntity(std::unique_ptr<Object::Entity> entity) { Object::Entity* GameState::addEntity(std::unique_ptr<Object::Entity> entity) {
Object::Entity* addedEntity = nullptr; Object::Entity* addedEntity = nullptr;
{ {
std::lock_guard<std::mutex> lock(mMutex); // Lock the mutex for thread safety std::lock_guard<std::mutex> lock(mMutex); // Lock the mutex for thread safety
@@ -23,6 +23,7 @@ namespace Game::State {
addedEntity->start(); // Initialize the entity after insertion without holding the GameState lock. addedEntity->start(); // Initialize the entity after insertion without holding the GameState lock.
LOG("Added entity '" << addedEntity->getName() << "' to GameState"); LOG("Added entity '" << addedEntity->getName() << "' to GameState");
return addedEntity;
} }
bool GameState::removeEntity(const std::string& name) { bool GameState::removeEntity(const std::string& name) {