#include #include "Artist.h" #include "Museum.h" using namespace std; static constexpr const float velocity_scale = 0.2; Artist::Artist(Museum & museum, ArtistData data) : museum(museum) { this->data = data; } void Artist::update(bool tick) { if (tick) { this->update_edge_collision(); this->update_movement(); } // Artist<->Artist collisions are marked by CollisionChecker this->update_path_collision(); this->update_color(); } void Artist::update_edge_collision() { float next_x = this->data.x + this->data.vx * velocity_scale; float next_y = this->data.y + this->data.vy * velocity_scale; // +0.5 is for own size (the assignment explicitly defines the x,y position // of artists as the top-left corner) if ((next_x + 0.5) > this->museum.canvas.data.columns || next_x < 0) this->data.vx *= -1; if ((next_y + 0.5) > this->museum.canvas.data.rows || next_y < 0) this->data.vy *= -1; } void Artist::update_movement() { float last_x = this->data.x; float last_y = this->data.y; this->data.x += this->data.vx * velocity_scale; this->data.y += this->data.vy * velocity_scale; if (abs(int(last_x) - int(this->data.x)) > 0) this->step = true; if (abs(int(last_y) - int(this->data.y)) > 0) this->step = true; } void Artist::update_path_collision() { PathfindingContext & ctx = this->museum.pathfinding; if (!ctx.has_collision) return; Pathfinder & solver = ctx.get_solver(); bool is_solution = solver.is_solution({ static_cast(this->data.x), static_cast(this->data.y), }); if (is_solution) this->colliding = true; } void Artist::update_color() { if (this->colliding) { this->color = { .red = 0xff, .green = 0x00, .blue = 0x00, }; return; } // default color this->color = { .red = 0x00, .green = 0x00, .blue = 0x00, }; }