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Topics - valva-ro

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General / Check player collisions in a maze
« on: September 15, 2020, 08:35:08 pm »
Hi, I'm new to SFML and I'm trying to make a simple maze game. So far I've been able to build the maze with a backtracking algorithm and make the player move up, down, left, and right. The thing is the maze and the player don't "interact" with each other, they're like two separate things. I know SFML has methods to get the sprite boundaries and I found tons of information about that, but I don't think it suits the structure I'm using

I created a Cell class with these attributes
sf::RectangleShape cell;
sf::RectangleShape walls[4];
sf::Texture background;
uint8_t activeWalls;

Then I added to the Maze a Cell matrix (using std::vector).

What I tried (and failed) to implement is a method in my Player class  that receives a pointer of the maze and checks if the position in which is going is allowed or not:

bool Player:: locationAllowed(Maze *maze, sf::Vector2f position, const char &direction) {

    bool allowed = false;
    Cell *aux;

    switch (direction) {
        case UP:
            position += sf::Vector2f(0.f, 1.f);
            aux = maze->getCell(position);
            if (aux)
                allowed = (aux->getActiveWalls() != UP_WALL);
            break;
        case DOWN:
            position += sf::Vector2f(0.f, -1.f);
            aux = maze->getCell(position);
            if (aux)
                allowed = (aux->getActiveWalls() != DOWN_WALL);
            break;
        case LEFT:
            position += sf::Vector2f(-1.f, 0.f);
            aux = maze->getCell(position);
            if (aux)
                allowed = (aux->getActiveWalls() != LEFT_WALL);
            break;
        case RIGHT:
            position += sf::Vector2f(1.f, 0.f);
            aux = maze->getCell(position);
            if (aux)
                allowed = (aux->getActiveWalls() != RIGHT_WALL);
            break;
    }
    return allowed;
}

The method above is used here:
void Player::move(Maze *maze, float deltaTime) {

    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) && locationAllowed(maze, position, UP)) {
        this->position += sf::Vector2f(0, -speed * deltaTime);
        this->player.move(0, -speed * deltaTime);
    }

    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) && locationAllowed(maze, position, DOWN)) {
        this->position += sf::Vector2f(0, speed * deltaTime);
        this->player.move(0, speed * deltaTime);
    }

    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) && locationAllowed(maze, position, LEFT)) {
        this->position += sf::Vector2f(-speed * deltaTime, 0);
        this->player.move(-speed * deltaTime, 0);
    }

    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) && locationAllowed(maze, position, RIGHT)) {
        this->position += sf::Vector2f(speed * deltaTime, 0);
        this->player.move(speed * deltaTime, 0);
    }
}

The problem is that the player doesn't move at all. I think it's because the line
Code: [Select]
aux = maze->getCell(position); returns always null because the position given doesn't exist in the maze, therefore allowed is always false. I need to change the position's value so that it belongs to the maze, but I don't know how. Any suggestions?

If you want to see the full code you can check https://github.com/valva-ro/maze branch develop and I also pasted it here:

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