Mario: use object alignment
This commit is contained in:
+46
-39
@@ -10,55 +10,62 @@ createBlock( std::shared_ptr< SDLPP::Renderer > &renderer, double x, double y,
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auto block = std::make_shared< SDLPP::RectangleRender >(
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x, y, BLOCK_SIZE, BLOCK_SIZE, renderer, texture, src );
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block->setId( id );
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block->centerX();
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block->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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block->setStatic();
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if ( collision )
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block->addCollision( SDLPP::RectColider( 0, 0, 1, 1 ) );
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return block;
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}
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SDL_Rect getSourceRectByID(uint64_t id) {
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switch(id) {
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case FLOOR_OVERWORLD_ID:
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return FLOOR_OVERWORLD_SRC;
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case HILL_OVERWORLD_INCLINE_ID:
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return HILL_OVERWORLD_INCLINE_SRC;
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case HILL_OVERWORLD_DECLINE_ID:
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return HILL_OVERWORLD_DECLINE_SRC;
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case HILL_OVERWORLD_DOTS_RIGHT_ID:
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return HILL_OVERWORLD_DOTS_RIGHT_SRC;
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case HILL_OVERWORLD_DOTS_LEFT_ID:
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return HILL_OVERWORLD_DOTS_LEFT_SRC;
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case HILL_OVERWORLD_FILL_ID:
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return HILL_OVERWORLD_FILL_SRC;
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case HILL_OVERWORLD_TOP_ID:
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return HILL_OVERWORLD_TOP_SRC;
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case BUSH_OVERWORLD_LEFT_ID:
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return BUSH_OVERWORLD_LEFT_SRC;
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case BUSH_OVERWORLD_MIDDLE_ID:
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return BUSH_OVERWORLD_MIDDLE_SRC;
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case BUSH_OVERWORLD_RIGHT_ID:
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return BUSH_OVERWORLD_RIGHT_SRC;
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case CLOUD_OVERWORLD_LEFT_BOTTOM_ID:
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return CLOUD_OVERWORLD_LEFT_BOTTOM_SRC;
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case CLOUD_OVERWORLD_MIDDLE_BOTTOM_ID:
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return CLOUD_OVERWORLD_MIDDLE_BOTTOM_SRC;
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case CLOUD_OVERWORLD_RIGHT_BOTTOM_ID:
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return CLOUD_OVERWORLD_RIGHT_BOTTOM_SRC;
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case CLOUD_OVERWORLD_LEFT_TOP_ID:
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return CLOUD_OVERWORLD_LEFT_TOP_SRC;
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case CLOUD_OVERWORLD_MIDDLE_TOP_ID:
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return CLOUD_OVERWORLD_MIDDLE_TOP_SRC;
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case CLOUD_OVERWORLD_RIGHT_TOP_ID:
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return CLOUD_OVERWORLD_RIGHT_TOP_SRC;
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SDL_Rect getSourceRectByID( uint64_t id ) {
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switch ( id ) {
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case FLOOR_OVERWORLD_ID:
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return FLOOR_OVERWORLD_SRC;
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case HILL_OVERWORLD_INCLINE_ID:
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return HILL_OVERWORLD_INCLINE_SRC;
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case HILL_OVERWORLD_DECLINE_ID:
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return HILL_OVERWORLD_DECLINE_SRC;
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case HILL_OVERWORLD_DOTS_RIGHT_ID:
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return HILL_OVERWORLD_DOTS_RIGHT_SRC;
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case HILL_OVERWORLD_DOTS_LEFT_ID:
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return HILL_OVERWORLD_DOTS_LEFT_SRC;
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case HILL_OVERWORLD_FILL_ID:
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return HILL_OVERWORLD_FILL_SRC;
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case HILL_OVERWORLD_TOP_ID:
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return HILL_OVERWORLD_TOP_SRC;
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case BUSH_OVERWORLD_LEFT_ID:
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return BUSH_OVERWORLD_LEFT_SRC;
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case BUSH_OVERWORLD_MIDDLE_ID:
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return BUSH_OVERWORLD_MIDDLE_SRC;
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case BUSH_OVERWORLD_RIGHT_ID:
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return BUSH_OVERWORLD_RIGHT_SRC;
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case CLOUD_OVERWORLD_LEFT_BOTTOM_ID:
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return CLOUD_OVERWORLD_LEFT_BOTTOM_SRC;
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case CLOUD_OVERWORLD_MIDDLE_BOTTOM_ID:
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return CLOUD_OVERWORLD_MIDDLE_BOTTOM_SRC;
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case CLOUD_OVERWORLD_RIGHT_BOTTOM_ID:
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return CLOUD_OVERWORLD_RIGHT_BOTTOM_SRC;
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case CLOUD_OVERWORLD_LEFT_TOP_ID:
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return CLOUD_OVERWORLD_LEFT_TOP_SRC;
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case CLOUD_OVERWORLD_MIDDLE_TOP_ID:
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return CLOUD_OVERWORLD_MIDDLE_TOP_SRC;
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case CLOUD_OVERWORLD_RIGHT_TOP_ID:
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return CLOUD_OVERWORLD_RIGHT_TOP_SRC;
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}
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return {};
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}
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std::shared_ptr<SDLPP::RectangleRender> createTerrainBlock( uint64_t block_id, std::shared_ptr<SDLPP::Renderer> &renderer, double x, double y, bool collision ) {
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return createBlock(renderer, x, y, g_terrain_texture, getSourceRectByID(block_id), block_id, collision);
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std::shared_ptr< SDLPP::RectangleRender >
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createTerrainBlock( uint64_t block_id,
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std::shared_ptr< SDLPP::Renderer > &renderer, double x,
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double y, bool collision ) {
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return createBlock( renderer, x, y, g_terrain_texture,
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getSourceRectByID( block_id ), block_id, collision );
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}
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std::shared_ptr<SDLPP::RectangleRender> createTerrainBlock( uint64_t block_id, std::shared_ptr<SDLPP::Renderer> &renderer, bool collision ) {
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return createTerrainBlock(block_id, renderer, 0, 0, collision);
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std::shared_ptr< SDLPP::RectangleRender >
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createTerrainBlock( uint64_t block_id,
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std::shared_ptr< SDLPP::Renderer > &renderer,
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bool collision ) {
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return createTerrainBlock( block_id, renderer, 0, 0, collision );
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}
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