nout-raypractice/src/world.cpp

153 lines
3.4 KiB
C++

#include "world.h"
#include "components.h"
#include <cstdlib>
#include <raylib.h>
#include <string>
World::World(){
this->entities = {};
this->seconds_per_tick = 0;
this->clock = 0;
this->debug = false;
this->bound_offset = 1;
}
World::~World(){
for(int i = 0; i < this->entities.size();i++) {
delete this->entities[i];
}
UnloadTexture(this->texture_atlas);
}
void World::load_atlas() {
this->texture_atlas = LoadTexture("assets/atlas.png");
}
void World::setup(){
for(int i = 0; i < this->entities.size(); i++)
this->entities[i]->ready();
}
void World::process(){
this->clock += GetFrameTime();
if(IsKeyPressed(KEY_F2))
this->seconds_per_tick-=0.025;
if(IsKeyPressed(KEY_F3))
this->seconds_per_tick+=0.025;
this->update_grid();
for(int i = 0; i < this->entities.size(); i++) {
this->entities[i]->process();
if (this->clock>=this->seconds_per_tick) {
this->entities[i]->tick();
}
// Collision check
for(int j = i+1; j < this->entities.size(); j++)
if (abs(this->entities[j]->position.x-this->entities[i]->position.x) < CELL_SIZE/2 && abs(this->entities[j]->position.y-this->entities[i]->position.y) < CELL_SIZE/2){
this->entities[j]->collision(this->entities[i]);
this->entities[i]->collision(this->entities[j]);
}
}
if (this->clock>=this->seconds_per_tick) {
this->clock = 0;
}
// Check for freed. Very very bad loop
bool freed_continue = true;
while (freed_continue) {
freed_continue = false;
for(int i = 0; i < this->entities.size(); i++)
if (this->entities[i]->get_free_flag()) {
this->entities.erase(this->entities.begin()+i);
freed_continue = true;
break;
}
}
}
void World::draw() const {
for(int i = 0; i < this->entities.size(); i++) {
this->entities[i]->draw();
}
if (this->debug == false)
return;
DrawText(TextFormat("entities: %i",this->entities.size()), 0, 0, 14, WHITE);
DrawText(TextFormat("seconds_per_tick: %f",this->seconds_per_tick), 0, 16, 14, WHITE);
if (IsKeyDown(KEY_F4))
{
std::string str = "";
for(int i = 0; i < this->get_capacity(); i++)
{
if (i!=0 && i%this->get_columns()==0)
{
str += '\n';
}
if (dynamic_cast<Wall*>(grid[i]))
str += '#';
else if (dynamic_cast<Pacman*>(grid[i]))
str += 'P';
else
str += ' ';
}
DrawText(str.c_str(), 32, 0, 14, WHITE);
}
}
int World::indexify_position(Vector2 vector){
return (int)(vector.x / 16.0) + this->get_columns() * (int)(vector.y / 16.0);
}
void World::update_grid() {
for(int i = 0; i < this->get_capacity(); i++)
this->grid[i] = nullptr;
for(int i = 0; i < this->entities.size(); i++)
{
int indexified_position = indexify_position(this->entities[i]->position);
if (indexified_position < 0 || indexified_position >= this->get_capacity() || grid[indexified_position] != nullptr)
continue;
grid[indexified_position] = this->entities[i];
}
}
void World::set_size(Vector2i size){
this->width = size.x;
this->height = size.y;
if(this->grid != nullptr)
delete [] this->grid;
this->grid = new Entity*[this->get_capacity()];
}
int World::get_capacity() const{
return this->get_columns()*this->get_rows();
}
int World::get_rows() const{
return this->height/CELL_SIZE;
}
int World::get_columns() const{
return this->width/CELL_SIZE;
}
Texture2D* World::get_atlas() {
return &this->texture_atlas;
}
void create_world_with(float seconds_per_tick){
get_world().seconds_per_tick = seconds_per_tick;
}
World& get_world() {
static World world;
return world;
}