Files
Adventura/player.hpp
2025-02-09 23:54:50 +01:00

165 lines
5.0 KiB
C++

#pragma once
#include <array>
#include <thread>
#include <chrono>
#include "blockPos.hpp"
#include "output.hpp"
class Player {
public:
/**
* Initializes a new Player at the specified starting position in the provided world.
*
* @param initialPos The initial position of the player within the world.
* @param currentWorld A reference to the World object representing the game world.
*/
Player(BlockPos initialPos, World& currentWorld) : world(currentWorld) {
this->pos = initialPos;
this->world = currentWorld;
playerTexture = REGULAR_PLAYER_TEXTURE;
}
/*initialP
* Retrieves the current position of the player in the world.
*
* @return The current BlockPos representing the player's position.
*/
BlockPos getPos() {
return pos;
}
/**
* Move the player by the specified x and y offsets.
*
* @param x The x offset to move by.
* @param y The y offset to move by.
*/
void move(int x, int y) {
move(BlockPos(x, y));
}
/**
* Move the player by the specified BlockPos offset.
*
* @param offset The BlockPos representing the offset to move the player by.
*/
void move(BlockPos offset) {
setPos(pos + offset);
}
/**
* Updates the player's position and checks for any conditions that would update the state of the player.
*
* @param newPos The position to move the player to.
*/
void setPos(BlockPos newPos) {
if (!world.containsPos(newPos)) {
alive = false;
return;
}
this->pos = newPos;
if (world.getBlockAt(newPos) == world.getBlockRegistry().GOAL) reachedGoal = true;
if (world.getBlockAt(newPos.add(0, 2)) == world.getBlockRegistry().WATER) fallLength = 0;
isFreeFalling = !world.getBlockAt(newPos.add(0, 2)).getSettings().isSolid();
if (isFreeFalling) {
fallLength += 1;
if (fallLength > 2) playerTexture = FALLING_PLAYER_TEXTURE;
redraw(world, this->mapToWorldspace());
std::this_thread::sleep_for(std::chrono::milliseconds(100 / fallLength + 50));
move(0, 1);
}
else {
playerTexture = REGULAR_PLAYER_TEXTURE;
if (fallLength > 5) unalive();
fallLength = 0;
}
if (world.getBlockAt(newPos.add(0, 2)).getSettings().isLethal()) unalive();
}
/**
* Handle the unfortunate case of a player dying :(
*/
void unalive() {
playerTexture = DEAD_PLAYER_TEXTURE;
redraw(world, this->mapToWorldspace());
alive = false;
}
/**
* Checks if the player is still alive.
*
* @return true if the player is alive, false otherwise.
*/
bool isAlive() {
return alive;
}
/**
* Checks if the player has reached the goal in the current world.
*
* @return true if the player has reached the goal, false otherwise.
*/
bool hasReachedGoal() {
return reachedGoal;
}
/**
* Maps the player texture to the player's position in the current game world.
*
* @return A 2D vector of characters representing the player's position in the world.
*/
vector<vector<char>> mapToWorldspace() {
vector<vector<char>> map;
for (unsigned int y = 0; y <= world.getMaxY(); y++) {
for (unsigned int x = 0; x <= world.getMaxX(); x++) {
while (map.size() <= y) map.push_back({});
while (map[y].size() <= x) map[y].push_back(' ');
int yOffset = static_cast<int>(y)-static_cast<int>(pos.getUnsignedY()) + 1;
int xOffset = static_cast<int>(x)-static_cast<int>(pos.getUnsignedX()) + 1;
char encoding = ' ';
if (yOffset >= 0 && yOffset < (static_cast<int>(static_cast<size_t>(playerTexture.size()))) &&
xOffset >= 0 && xOffset < (static_cast<int>(playerTexture.at(static_cast<size_t>(yOffset)).size()))) {
encoding = playerTexture.at(static_cast<unsigned int>(yOffset)).at(static_cast<unsigned int>(xOffset));
}
map[y][x] = encoding;
}
}
return map;
}
private:
World& world;
std::array<std::array<char, 3>, 3> playerTexture;
BlockPos pos = BlockPos(0, 0);
bool alive = true;
bool isFreeFalling = false;
bool reachedGoal = false;
int fallLength = 0;
const std::array<std::array<char, 3>, 3> REGULAR_PLAYER_TEXTURE {{
{' ', 'o', ' '},
{'/', '|', '\\'},
{'/', ' ', '\\'}
// Player pos is at the center '|' char
}};
const std::array<std::array<char, 3>, 3> FALLING_PLAYER_TEXTURE {{
{'\\', 'o', '/'},
{' ', '|', ' '},
{'/', ' ', '\\'}
}};
const std::array<std::array<char, 3>, 3> DEAD_PLAYER_TEXTURE {{
{' ', ' ', ' '},
{'/', '-', 'X'},
{'/', ' ', '\\'}
}};
};