Mario: turtle blocks initial version
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#ifndef TURTLE_VISITOR_H
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#define TURTLE_VISITOR_H
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#include "../../sdlpp/sdlpp_visitor.hpp"
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#include "../../sdlpp/sdlpp_geometry.hpp"
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#include "../../sdlpp/sdlpp_scene.hpp"
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#include "../blocks.hpp"
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class TurtleVisitor : public SDLPP::Visitor {
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public:
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TurtleVisitor() = delete;
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TurtleVisitor(const SDLPP::Vec2D<double> &pos) : turtle_pos(pos) {}
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void visit(const SDLPP::RenderObject &obj) override;
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bool isOnGround() const {
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return onGround;
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}
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bool isDead() const {
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return death;
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}
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bool instantDeath() const {
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return instant_death;
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}
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void setFromId(uint64_t id) override {
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from = id;
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}
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void setVisitorType(uint64_t type) override {
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_type = type;
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}
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uint64_t getVisitorType() const override {
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return _type;
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}
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uint64_t getFromId() const override {
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return from;
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}
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bool canGoLeft() const {
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return !left;
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}
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bool canGoRight() const {
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return !right;
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}
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double getGroundY() const {
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return groundY;
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}
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bool topBlock() const {
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return top_hit;
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}
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const SDLPP::Vec2D<double> &getMovementBlockage() {
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return movement_blockage;
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}
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double getValidXPos() const {
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return validXPos;
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}
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bool switchMovement() const {
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return switch_movement;
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}
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double getNextMovement() const {
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return next_movement;
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}
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double getTurtleHitValidPos() const {
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return valid_turtle_hit_pos;
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}
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bool shouldBounce() const {
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return bounce;
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}
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private:
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bool onGround = false;
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double groundY = 0;
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uint64_t _type{};
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bool death = false;
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bool instant_death = false;
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uint64_t from = -1;
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bool left = false;
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bool right = false;
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bool top_hit = false;
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bool bounce = false;
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SDLPP::Vec2D<double> movement_blockage;
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double validXPos = 0;
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const SDLPP::Vec2D<double> turtle_pos;
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bool switch_movement = false;
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double next_movement = 0;
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double valid_turtle_hit_pos = 0;
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};
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#endif
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