added enemy collision detection, doesnt work properly yet

This commit is contained in:
Luna 2025-06-13 05:52:31 +02:00
parent 19bd0e616a
commit 48b938c896

View file

@ -216,13 +216,14 @@ void simple_physics()
}
}
void simple_physics_step(float t, bounding_box &box, std::vector<quad> &boxes)
bool simple_physics_step(float t, bounding_box &box, std::vector<quad> &boxes)
{
box.y += box.velocityY * t + 0.5 * box.accY * (t * t);
box.velocityY += box.accY * t;
box.x += box.velocityX * t + 0.5 * box.accX * (t * t);
box.velocityX += box.accX * 0.002;
box.velocityX += box.accX * t;
bool end_game = false;
for (auto &b: boxes)
{
@ -230,7 +231,11 @@ void simple_physics_step(float t, bounding_box &box, std::vector<quad> &boxes)
b.box.velocityY += b.box.accY * t;
b.box.x += b.box.velocityX * t + 0.5 * b.box.accX * (t * t);
b.box.velocityX += b.box.accX * 0.002;
b.box.velocityX += b.box.accX * t;
bool collision_x = b.box.x + b.box.width / 2 >= box.x - box.width /2 && b.box.x - b.box.width / 2 <= box.x + box.width /2;
bool collision_y = b.box.y + b.box.height / 2 >= box.y - box.height /2 && b.box.y - b.box.height / 2 <= box.y + box.height /2;
end_game = collision_x && collision_y;
}
bool collision_x = box.x + box.width / 2 >= 1.0f || box.x - box.width / 2 <= -1.0f;
@ -248,6 +253,7 @@ void simple_physics_step(float t, bounding_box &box, std::vector<quad> &boxes)
box.velocityY = 0.0f;
box.y = 1.0f - box.height/2;
}
return end_game;
}
std::pair<vk::DeviceMemory, vk::Buffer> create_buffer(const vk::Device &device, vk::PhysicalDevice selected_physical_device, vk::BufferUsageFlagBits usage, size_t size)
@ -286,13 +292,15 @@ void keyboard_handle(GLFWwindow *window, int key, int scancode, int action, int
std::println("JUMP!");
player.velocityY = -1.2f;
}
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
exit(0);
std::println("Key {} pressed!", key);
}
bounding_box spawn_enemy(std::mt19937 rng)
{
std::uniform_real_distribution<float> dist(0.05, 0.3);
std::uniform_real_distribution<float> y_dist(0.7, 0.5);
std::uniform_real_distribution<float> y_dist(0.9, 0.6);
std::uniform_real_distribution<float> vel_dist(-1.0, -0.5);
bounding_box ret{0};
ret.height = dist(rng);
@ -710,12 +718,17 @@ int main()
enemies.push_back(enemy);
}
auto time_elapsed = clock::now() - before;
simple_physics_step(std::chrono::duration_cast<std::chrono::duration<float>>(time_elapsed).count(), player, enemies);
bool end_game = simple_physics_step(std::chrono::duration_cast<std::chrono::duration<float>>(time_elapsed).count(), player, enemies);
if (end_game == true)
{
std::println("You lost!");
skip_rendering = true;
}
before = clock::now();
play.trans.transform = move({player.x, player.y});
for (auto &e: enemies)
{
if (e.box.x <= -1.0f)
if (e.box.x + e.box.width/2 <= -1.0f)
{
enemies.clear();
break;
@ -758,7 +771,7 @@ int main()
throw std::runtime_error("Command buffer creation failed!");
}
vk::PipelineStageFlags flags = vk::PipelineStageFlags(vk::PipelineStageFlagBits::eColorAttachmentOutput);
vk::PipelineStageFlags flags(vk::PipelineStageFlagBits::eColorAttachmentOutput);
vk::SubmitInfo submit_info = vk::SubmitInfo();
submit_info.waitSemaphoreCount = 1;
submit_info.pWaitSemaphores = &image_semaphore;