Mario: Fireball works
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#ifndef PROJECTILE_VISITOR_H
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#define PROJECTILE_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 ProjectileVisitor : public SDLPP::Visitor {
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public:
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ProjectileVisitor() = 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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double getValidXPos() {
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return validXPos;
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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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double validXPos = 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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