Mario: add mushroom block
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@@ -0,0 +1,52 @@
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#include "mushroom_visitor.hpp"
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#include "../../sdlpp/sdlpp_renderobject.hpp"
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#include "../objectids.hpp"
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#include "../sprites.hpp"
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void MushroomVisitor::visit( const SDLPP::RenderObject &obj ) {
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auto id = obj.getId();
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switch ( id ) {
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case FLOOR_ID:
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case BRICK_ID:
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case BRICK_TOP_ID:
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case PIPE_LEFT_BOTTOM_ID:
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case PIPE_RIGHT_BOTTOM_ID:
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case PIPE_LEFT_TOP_ID:
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case PIPE_RIGHT_TOP_ID:
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case STEP_ID:
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case SIDEWAY_PIPE_END_TOP_ID:
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case SIDEWAY_PIPE_END_BOTTOM_ID:
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case SIDEWAY_PIPE_MIDDLE_BOTTOM_ID:
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case SIDEWAY_PIPE_MIDDLE_TOP_ID:
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case SIDEWAY_PIPE_CONNECTOR_BOTTOM_ID:
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case SIDEWAY_PIPE_CONNECTOR_TOP_ID:
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case TREE_PLATFORM_TOP_LEFT_ID:
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case TREE_PLATFORM_TOP_RIGHT_ID:
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case MUSHROOM_PLATFORM_TOP_MIDDLE_ID:
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case MUSHROOM_PLATFORM_TOP_LEFT_ID:
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case MUSHROOM_PLATFORM_TOP_RIGHT_ID:
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case CANNON_TOWER_ID:
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case CANNON_PEDESTAL_ID:
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case CANNON_ID:
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if ( from == MARIO_FLOOR_DETECT ) {
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onGround = true;
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groundY = obj.getPos().getY();
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} else if ( from == MARIO_LEFT_SIDE_DETECT ) {
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if(!left && !right) {
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movement_blockage = obj.getPos();
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}
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left = true;
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} else if (from == MARIO_RIGHT_SIDE_DETECT ) {
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if(!left && !right) {
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movement_blockage = obj.getPos();
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}
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right = true;
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}
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break;
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case MARIO_ID:
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std::cout << "MARIO" << std::endl;
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death = true;
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default:
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break;
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}
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}
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@@ -0,0 +1,56 @@
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#ifndef MUSHROOM_VISITOR_H
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#define MUSHROOM_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 MushroomVisitor : public SDLPP::Visitor {
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public:
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MushroomVisitor() = default;
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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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void setFromId( uint64_t id ) override {
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from = id;
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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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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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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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const SDLPP::Vec2D<double> &getMovementBlockage() {
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return movement_blockage;
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}
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bool getDeath() {
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return death;
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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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bool stop = false;
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bool left = false;
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bool right = false;
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SDLPP::Vec2D<double> movement_blockage;
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uint64_t from{};
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uint64_t _type{};
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bool death = false;
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};
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#endif
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