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Copy pathCollisionSystem.hpp
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66 lines (43 loc) · 2.29 KB
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#pragma once
#include "CollisionBox.hpp"
class CollisionSystem {
public:
CollisionSystem(CollisionSystem const&) = delete;
void operator=(CollisionSystem const&) = delete;
static CollisionSystem& Instance()
{
static CollisionSystem collision_system;
return collision_system;
}
std::shared_ptr<PlayerCollisionBox> player1_collision;
std::shared_ptr<PlayerCollisionBox> player2_collision;
std::unordered_map<uint8_t, std::vector<std::shared_ptr<BlockCollisionBox>>> scene_blocks;
std::unordered_map<uint8_t, std::vector<std::shared_ptr<CollisionBox>>> scene_triggers;
std::unordered_map<uint8_t, std::vector<std::shared_ptr<CollectableCollisionBox>>> scenes_collectables;
std::unordered_map<uint8_t, std::vector<std::shared_ptr<SavePointCollisionBox>>> scene_savePoints;
size_t unit_width = static_cast<size_t>(GAME_MAP_SIZE.x / COLLISION_OPT_LEVEL);
size_t unit_height = static_cast<size_t>(GAME_MAP_SIZE.y / COLLISION_OPT_LEVEL);
bool PlayerCheckCollision(const glm::vec2& pos, const glm::vec2& size);
void PlayerCheckTrigger(const glm::vec2& pos, const glm::vec2& size);
void PlayerCheckCollectables(const glm::vec2& pos, const glm::vec2& size, bool isPlayer1 = true);
std::shared_ptr<BlockCollisionBox> AddOneSceneBlock(const glm::vec2& pos, const glm::vec2& size, std::string name);
std::shared_ptr<CollisionBox> AddOneThornBlock(const glm::vec2& pos, const glm::vec2& size, std::string name);
std::shared_ptr<CollectableCollisionBox> AddOneCollectable(const glm::vec2& pos, const glm::vec2& size, std::string name);
std::shared_ptr<SavePointCollisionBox> AddOneSavePoint(const glm::vec2& pos, const glm::vec2& size, std::string name);
void update(float elapsed);
private:
enum BoxCollisionType {
// One axis intersect, one axis include
XInclude,
YInclude,
// Two axis include,
WholeInclude,
// Two axis intersect,
NoInclude
};
CollisionSystem();
bool IsCollided(const glm::vec4& box1, const glm::vec4& box2) const;
bool PlayerCheckCollision_Stuck(const glm::vec2& pos, const glm::vec2& size, std::vector<glm::vec2>& boxes_pos, std::vector<glm::vec2>& boxes_size);
bool CheckPlayerBlockCollision(const glm::vec2& p1, const glm::vec2& s1, const glm::vec2& p2, const glm::vec2& s2);
BoxCollisionType CheckCollisionType(const glm::vec4& box1, const glm::vec4& box2) const;
};