-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathPlayer.cpp
More file actions
241 lines (215 loc) · 7.47 KB
/
Copy pathPlayer.cpp
File metadata and controls
241 lines (215 loc) · 7.47 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
#include "Player.h"
#include "platform.h"
#include "wall.h"
#include <QDebug>
#include <qevent.h>
Player::Player(): velocityY(0), isJumping(false), landed(false), facingDirection(1),velocityX(0), jumpPower(0), chargingJump(false)
{
setPixmap(QPixmap(":/img/astolfoR.png").scaled(50, 50, Qt::KeepAspectRatio, Qt::SmoothTransformation));
timer = new QTimer(this);
connect(timer, &QTimer::timeout, this, &Player::updatePosition);
timer->start(16); // Runs every 16ms (~60 FPS)
jumpChargeTimer = new QTimer(this);
connect(jumpChargeTimer, &QTimer::timeout, this, &Player::increaseJumpPower);
}
void Player::goRight()
{
if(facingDirection == 0){
turn();
}
facingDirection = 1;
setPos(x()+2,y());
}
void Player::goLeft()
{
if(facingDirection == 1){
turn();
}
facingDirection = 0;
setPos(x()-2,y());
}
void Player::jump()
{
if (!isJumping) { // Prevent double jumps
velocityY = -15;
landed = false;
isJumping = true;
}
}
void Player::applyGravity(){
const int maxFallSpeed = 20;
velocityY += 1; // Simulate gravity
if (velocityY > maxFallSpeed) {
velocityY = maxFallSpeed;
}
setPos(x(), y() + velocityY);
}
double lerp(double start, double end, double alpha) {
return start + alpha * (end - start);
}
void Player::updatePosition() {
QList<QGraphicsItem *> collidingItemsList = collidingItems();
bool isOnPlatform = false;
bool hitCeiling = false;
// **1. Handle Vertical Movement (Ceiling & Floor Collisions)**
for (QGraphicsItem *item : collidingItemsList) {
Platform *platform = dynamic_cast<Platform *>(item);
Wall *wall = dynamic_cast<Wall *>(item);
Spike *spike = dynamic_cast<Spike *>(item);
if(spike){
emit respawn();
}
QRectF playerRect = sceneBoundingRect();
// **Ceiling Collision (Head Hits Wall)**
if (wall && velocityY < 0) {
QRectF wallRect = wall->sceneBoundingRect();
bool horizontalOverlap = (playerRect.right() > wallRect.left()+10) &&
(playerRect.left() < wallRect.right()-10);
if (horizontalOverlap && playerRect.top() <= wallRect.bottom()) {
velocityY = 0; // Stop moving up
setPos(x(), wallRect.bottom()); // Stay just below the ceiling
hitCeiling = true;
break; // Stop checking further ceiling collisions
}
}
// **Landing on Platform**
if (platform) {
QRectF platRect = platform->sceneBoundingRect();
qreal playerBottom = playerRect.bottom();
qreal platTop = platRect.top();
bool horizontalOverlap = (playerRect.right() > platRect.left()) &&
(playerRect.left() < platRect.right());
if (velocityY > 0 && horizontalOverlap && playerBottom >= platTop) {
setPos(x(), platTop - boundingRect().height());
land();
isOnPlatform = true;
WinPlatform *winPlatform = dynamic_cast<WinPlatform *>(item);
if(winPlatform){
qDebug() << "WIN!";
emit reachedWin();
timer->stop();
}
break;
}
}
}
// **Apply Gravity Only if Not on Platform or Ceiling**
if (!isOnPlatform && !hitCeiling) {
applyGravity();
}
// **2. Handle Horizontal Movement (Wall Bounces)**
if (!hitCeiling) { // Only apply side bounce if we're not hitting the ceiling
for (QGraphicsItem *item : collidingItemsList) {
Wall *wall = dynamic_cast<Wall *>(item);
if (!wall) continue;
QRectF playerRect = sceneBoundingRect();
QRectF wallRect = wall->sceneBoundingRect();
if(isJumping){
if (velocityX > 0 && playerRect.right() >= wallRect.left() &&
playerRect.left() < wallRect.right()) {
velocityX = -(velocityX - 3); // Reverse direction with energy loss
setPos(wallRect.left() - boundingRect().width(), y());
}
// **Left Wall Collision**
else if (velocityX < 0 && playerRect.left() <= wallRect.right() &&
playerRect.right() > wallRect.left()) {
velocityX = -(velocityX + 3); // Reverse direction with energy loss
setPos(wallRect.right(), y());
}
}
if(!isJumping){
if (x() + boundingRect().width() >= wall->getX()){
emit disableRight();
}
if(x() <= wall->getX() + wall->rect().width()){
emit disableLeft();
}
}
}
}
// **Apply Horizontal Movement**
if (isJumping) {
setPos(x() + velocityX, y());
}
// **Boundary Bounces**
if (x() <= -30 && velocityX < 0) {
velocityX = -(velocityX + 3);
setPos(-30, y());
}
if (x() + boundingRect().width() >= 620 && velocityX > 0) {
velocityX = -(velocityX - 3);
setPos(620 - boundingRect().width(), y());
}
// **Camera Follow Logic**
QGraphicsScene *scene = this->scene();
if (!scene || scene->views().isEmpty()) return;
QGraphicsView *view = scene->views().first();
QPointF targetCenter(x(), y() - 100);
QPointF currentCenter = view->mapToScene(view->viewport()->rect().center());
double smoothFactor = 0.1;
QPointF newCenter(lerp(currentCenter.x(), targetCenter.x(), smoothFactor),
lerp(currentCenter.y(), targetCenter.y(), smoothFactor));
view->centerOn(newCenter);
//**Prevent Falling Too Far**
if (y() > 1900) {
setPos(x(), 1900);
velocityY = 0;
isJumping = false;
}
}
void Player::land() {
velocityY = 0;
isJumping = false;
}
int Player::getVelocityY() const {
return velocityY;
}
void Player::turn(){
if(facingDirection == 1){ // turn left
setPixmap(QPixmap(":/img/astolfo.png").scaled(50, 50, Qt::KeepAspectRatio, Qt::SmoothTransformation));
}
else if(facingDirection == 0){ // turn right
setPixmap(QPixmap(":/img/astolfoR.png").scaled(50, 50, Qt::KeepAspectRatio, Qt::SmoothTransformation));
}
}
void Player::startChargingJump() {
if (!isJumping) {
chargingJump = true;
jumpPower = 4; // Start with a minimum jump power
velocityX = 0;
jumpChargeTimer->start(25);
qDebug() << "Jump charging started!";
}
}
void Player::increaseJumpPower() {
if (chargingJump && jumpPower < 25 ) { // Cap max power
jumpPower++;
if(facingDirection == 0 && velocityX > -10){
velocityX -=0.5;
}
else if(facingDirection == 1 && velocityX <10){
velocityX +=0.5;
}
qDebug() << "Charging jump power: " << jumpPower;
qDebug() << "Charging sideway power: " << velocityX;
}
}
bool Player::isChargingJump() {
return chargingJump;
}
void Player::releaseJump() {
if (chargingJump) {
velocityY = -jumpPower; // Apply charged jump
isJumping = true;
chargingJump = false;
jumpPower = 0;
jumpChargeTimer->stop();
qDebug() << "Jump released! Power: " << velocityY;
}
}
double Player::getVelocityX(){
return velocityX;
}
void Player::setVelocityX(double newV){
velocityX = newV;
}