4 #include "../graphics/const.h"
14 World::World(Vector<int> size)
16 , count(size.x * size.y)
25 void World::Update(float dt) {
26 for (Entity &e : entities) {
28 e.Update(dt, Vector<float>(), terminal);
31 e.Update(dt, gravity, terminal);
34 BoundsCollision(e, dt);
40 void World::BoundsCollision(Entity &e, float dt) {
41 if (e.vbox.Top() < 0) {
42 e.Move(Vector<float>(0, -e.vbox.Top()));
45 if (e.vbox.Bottom() > size.y) {
46 e.Move(Vector<float>(0, size.y - e.vbox.Bottom()));
50 if (e.hbox.Right() > size.x) {
51 e.Move(Vector<float>(size.x - e.hbox.Right(), 0));
54 if (e.hbox.Left() < 0) {
55 e.Move(Vector<float>(-e.hbox.Left(), 0));
60 void World::TileCollision(Entity &e, float dt) {
61 Vector<float> response;
64 for (int x = e.vbox.Left(), y = e.vbox.Top(),
65 end = std::ceil(e.vbox.Right()); x < end; ++x) {
66 const Tile &tile = TileAt(Vector<int>(x, y));
68 response.y = y + 1 - e.vbox.Top();
75 for (int x = e.vbox.Left(), y = e.vbox.Bottom(),
76 end = std::ceil(e.vbox.Right()); x < end; ++x) {
77 const Tile &tile = TileAt(Vector<int>(x, y));
79 response.y = y - e.vbox.Bottom();
85 if (response.y <= 0) {
87 // due to the hbox's huge bottom gap
88 for (int x = e.vbox.Left(), y = e.vbox.Bottom() - 1,
89 end = std::ceil(e.vbox.Right()); x < end; ++x) {
90 const Tile &tile = TileAt(Vector<int>(x, y));
101 for (int y = e.hbox.Top(), x = e.hbox.Left(),
102 end = std::ceil(e.hbox.Bottom()); y < end; ++y) {
103 const Tile &tile = TileAt(Vector<int>(x, y));
104 if (tile.IsSolid()) {
105 response.x = x + 1 - e.hbox.Left();
112 for (int y = e.hbox.Top(), x = e.hbox.Right(),
113 end = std::ceil(e.hbox.Bottom()); y < end; ++y) {
114 const Tile &tile = TileAt(Vector<int>(x, y));
115 if (tile.IsSolid()) {
116 response.x = x - e.hbox.Right();
122 if (response.x > fixSpeed * dt) {
123 response.x = fixSpeed * dt;
124 } else if (response.x < -fixSpeed * dt) {
125 response.x = -fixSpeed * dt;
127 if (response.y > fixSpeed * dt) {
128 response.y = fixSpeed * dt;
129 } else if (response.y < -fixSpeed * dt) {
130 response.y = -fixSpeed * dt;
135 void World::EntityCollision() {
136 if (entities.size() <= 1) return;
138 auto firstEnd(entities.end());
140 for (auto first(entities.begin()); first != firstEnd; ++first) {
143 for (auto secondEnd(entities.end()); second != secondEnd; ++second) {
144 if (first->bounds.Intersects(second->bounds)) {
145 // damage + knockback
152 Entity &World::AddEntity(const Entity &e) {
153 entities.emplace_back(e);
154 return entities.back();