Worked on Colliders
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@ -114,6 +114,7 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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assets->AddTexture("font", "assets/textures/ui/ui-font-cloud-sans.png");
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assets->AddTexture("textBox", "assets/textures/ui/ui-element-cloud.png");
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assets->AddTexture("puppy","assets/textures/actors/beaglepuppy.png");
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assets->AddTexture("collider","assets/textures/ColTex.png");
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assets->AddMusicTrack("simonZ","assets/audio/music/sillypuppy.ogg");
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assets->AddMusicTrack("simonZ","assets/audio/music/victory.ogg");
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@ -153,11 +154,11 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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map->LoadMap("assets/maps/br-map-color.txt",70,45, globalScale);
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player.addComponent<TransformComponent>(860*globalScale,630*globalScale,22,42,globalScale);
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player.addComponent<TransformComponent>(860*globalScale,540*globalScale,22,42,globalScale);
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// player.addComponent<TransformComponent>(150*globalScale,80*globalScale,40,40,globalScale);
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player.addComponent<SpriteComponent>("player", SpriteComponent::spriteAnimation, "assets/textures/actors/firefighter.json");
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player.addComponent<KeyboardController>();
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player.addComponent<ColliderComponent>("player",8*globalScale,8*globalScale, true, 7*globalScale,36*globalScale);
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player.addComponent<ColliderComponent>("player",8*globalScale,8*globalScale, true, 7*globalScale,34*globalScale, "collider");
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player.addGroup(groupPlayers);
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puppy.addComponent<TransformComponent>(1024*globalScale,210*globalScale,36,30,globalScale);
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@ -227,7 +228,7 @@ void Game::update()
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if (Mix_PlayingMusic() == 0 && gsm->currentState == GameStateManager::ST_COREGAME)
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{
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// std::cout << "Play Music Now" << std::endl;
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Mix_PlayMusic(assets->GetMusicTrack("simonZ"), -1);
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// Mix_PlayMusic(assets->GetMusicTrack("simonZ"), -1);
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}
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if (Mix_PlayingMusic() != 0 && gsm->currentState != GameStateManager::ST_COREGAME)
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{
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@ -250,8 +251,25 @@ void Game::update()
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// printf("Collision Stats:\nPlayer Center\nx: %d\ny: %d\nObjectCollider Center\nx: %d\ny: %d\n",(playerCol.x+playerCol.w/2)/gScale,(playerCol.y+playerCol.h/2)/gScale,(cCol.x+cCol.w/2)/gScale,(cCol.y+cCol.h/2)/gScale);
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// printDebug("");
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if(!playerIsGrounded){
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/* player.getComponent<TransformComponent>().position.y = cCol.y-playerCol.h*gScale;
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printDebug("cCol x,y,w,h");
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printDebug(std::to_string(cCol.x));
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printDebug(std::to_string(cCol.y));
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printDebug(std::to_string(cCol.w));
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printDebug(std::to_string(cCol.h));
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printDebug("playerCol x,y,w,h");
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printDebug(std::to_string(playerCol.x));
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printDebug(std::to_string(playerCol.y));
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printDebug(std::to_string(playerCol.w));
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printDebug(std::to_string(playerCol.h));
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printDebug("playerTransform x,y,w,h");
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printDebug(std::to_string(player.getComponent<TransformComponent>().position.x));
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printDebug(std::to_string(player.getComponent<TransformComponent>().position.y));
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printDebug(std::to_string(player.getComponent<TransformComponent>().width));
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printDebug(std::to_string(player.getComponent<TransformComponent>().height));*/
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player.getComponent<SpriteComponent>().Play("Idle");
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}
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gravityOnPlayer = false;
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playerIsGrounded = true;
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}
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@ -288,11 +306,19 @@ void Game::update()
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{
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c->getComponent<ColliderComponent>().hidden = false;
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}
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for (auto& p: players)
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{
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p->getComponent<ColliderComponent>().hidden = false;
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}
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} else {
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for (auto& c: colliders)
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{
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c->getComponent<ColliderComponent>().hidden = true;
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}
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for (auto& p: players)
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{
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p->getComponent<ColliderComponent>().hidden = true;
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}
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}
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}
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