Ok, here's the entirety of all of my relevant code:
Player.hpp
class Player : public Entity
{
public:
typedef std::shared_ptr<Player> Ptr;
static Ptr create(const std::string& id = "player") { Ptr temp(new Player(id)); return temp; }
void handleCollision();
void move(const sf::Vector2f& offset);
virtual void update(sf::Time dt);
void draw(sf::RenderTarget& target, sf::RenderStates states) const;
private:
Player(const std::string& id = "player", bool active = true);
sf::Texture m_texture;
sf::Sprite m_sprite;
sf::Vector2f m_viewArea;
bool nextPosValid(const sf::Vector2f& offset);
bool rectOverlapsTile(const sf::FloatRect& rect);
};
Player.cpp
Player::Player(const std::string& id, bool active) :
m_viewArea(sf::Vector2f(100, 100))
{
m_texture.loadFromFile("Resources/player.png");
m_sprite.setTexture(m_texture);
m_sprite.setPosition(350, 300);
registerAttribute("renderable", new bool(true));
registerAttribute("health", new int(20));
SceneManager::getView().setCenter(std::floor(350), std::floor(300));
SceneManager::getView().setSize(m_viewArea);
}
bool Player::nextPosValid(const sf::Vector2f& offset)
{
sf::Vector2f offsettedPos(std::floor(m_sprite.getPosition().x + offset.x), std::floor(m_sprite.getPosition().y + offset.y));
//The bounding rectangle of the future player
sf::FloatRect rect(offsettedPos, sf::Vector2f(std::floor(m_sprite.getGlobalBounds().width), std::floor(m_sprite.getGlobalBounds().height)));
if (SceneManager::getWorld().getCurrentCell()->getTileMap().collidesWithType(2, rect))
return false;
return true;
}
void Player::move(const sf::Vector2f& offset)
{
m_sprite.move(offset);
SceneManager::getView().move(offset);
}
void Player::update(sf::Time dt)
{
if (InputManager::isActive(User_Input::UPHOLD))
{
if (nextPosValid(sf::Vector2f(0, -100 * dt.asSeconds())))
move(sf::Vector2f(0, -100 * dt.asSeconds()));
}
if (InputManager::isActive(User_Input::LEFTHOLD))
{
if (nextPosValid(sf::Vector2f(-100 * dt.asSeconds(), 0)))
move(sf::Vector2f(-100 * dt.asSeconds(), 0));
}
if (InputManager::isActive(User_Input::DOWNHOLD))
{
if (nextPosValid(sf::Vector2f(0, 100 * dt.asSeconds())))
move(sf::Vector2f(0, 100 * dt.asSeconds()));
}
if (InputManager::isActive(User_Input::RIGHTHOLD))
{
if (nextPosValid(sf::Vector2f(100 * dt.asSeconds(), 0)))
move(sf::Vector2f(100 * dt.asSeconds(), 0));
}
if (InputManager::isActive(User_Input::PPRESS))
{
getAttribute<int>("health") -= 5;
std::cout << "Player health is now: " << getAttribute<int>("health") << std::endl;
}
if (InputManager::isActive(User_Input::VHOLD))
{
if (SceneManager::getView().getSize().x < 300 ||
SceneManager::getView().getSize().y < 300)
SceneManager::getView().setSize(sf::Vector2f(SceneManager::getView().getSize().x + 0.5, SceneManager::getView().getSize().y + 0.5));
}
else if (InputManager::isActive(User_Input::IHOLD))
{
if (SceneManager::getView().getSize().x >= 100 ||
SceneManager::getView().getSize().y >= 100)
SceneManager::getView().setSize(sf::Vector2f(SceneManager::getView().getSize().x - 0.5, SceneManager::getView().getSize().y - 0.5));
}
if (getAttribute<int>("health") <= 0)
setAttribute("renderable", new bool(false));
setPosition(m_sprite.getPosition());
setBounds(m_sprite.getGlobalBounds());
}
void Player::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
target.draw(m_sprite, states);
}
Tilemap.hpp
class TileMap : public sf::Drawable, public sf::Transformable
{
public:
struct Tile
{
Tile(const sf::FloatRect& bounds, int tileType) : bounds(bounds), tileType(tileType) {};
sf::FloatRect bounds;
int tileType;
};
void load(const std::string& tileSet, sf::Vector2u tileSize, int* tiles,
unsigned int width, unsigned int height)
{
m_tileset.loadFromFile(tileSet);
m_vertices.setPrimitiveType(sf::Quads);
m_vertices.resize(width * height * 4);
for (unsigned int i = 0; i < width; ++i)
{
for (unsigned int j = 0; j < height; ++j)
{
int tileNumber = tiles[i + j * width];
sf::Vector2f topLeft(i * tileSize.x, j * tileSize.y);
sf::Vector2f topRight((i + 1) * tileSize.x, j * tileSize.y);
sf::Vector2f downLeft((i + 1) * tileSize.x, (j + 1) * tileSize.y);
sf::Vector2f downRight(i * tileSize.x, (j + 1) * tileSize.y);
sf::FloatRect rect(topLeft.x, topLeft.y, topRight.x - topLeft.x, downLeft.y - topLeft.y);
Tile tile(rect, tileNumber);
m_tiles.push_back(tile);
//Find the position in the tileset texture
int tu = tileNumber % (m_tileset.getSize().x / tileSize.x);
int tv = tileNumber / (m_tileset.getSize().x / tileSize.x);
sf::Vertex* quad = &m_vertices[(i + j * width) * 4];
//Define its 4 corners
quad[0].position = sf::Vector2f(std::floor(topLeft.x), std::floor(topLeft.y));
quad[1].position = sf::Vector2f(std::floor(topRight.x), std::floor(topRight.y));
quad[2].position = sf::Vector2f(std::floor(downLeft.x), std::floor(downLeft.y));
quad[3].position = sf::Vector2f(std::floor(downRight.x), std::floor(downRight.y));
//Define its 4 texture coordinates
quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
}
}
}
bool collidesWithType(int tileType, const sf::FloatRect& bounds)
{
for (auto& iter : m_tiles)
{
if (iter.tileType == tileType)
{
if (bounds.intersects(iter.bounds))
return true;
}
}
return false;
}
private:
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
states.texture = &m_tileset;
target.draw(m_vertices, states);
}
sf::VertexArray m_vertices;
sf::Texture m_tileset;
std::vector<Tile> m_tiles;
};
As you can see, I tried using std::floor on my views and my tiles, but unfortunately nothing has been working so far.
You bumped... i repeat "Post minimal example that reproduces the error." i don't have time to waste going trough random code.
Meaning, you create a main function and you add intro it ONLY the things you need help with, make it compile and post the code, we will fix it for you.
By doing this you will most likely fix the mistake yourself.
EDIT:: also please, if you want to fix the error, post your specs, os, also did you update gpu drivers?