Mario: mario detects enemies and bounces when he kills them/dies when they kill him

This commit is contained in:
2021-08-08 21:40:00 +02:00
parent 45ac4dad64
commit 94bf4fc39d
4 changed files with 21 additions and 3 deletions
+7 -2
View File
@@ -27,10 +27,10 @@ Mario::Mario(int x, int y, const std::shared_ptr< SDLPP::Renderer > &renderer) :
SDLPP::RectColider( 0.9, 0, 0.1, 0.1, MARIO_TOP_LEFT_DETECT ) );
top_collision = std::make_shared<SDLPP::RectColider>( 0.5, 0, 0.2, 0.15, MARIO_TOP_DETECT );
addCollision( top_collision );
addCollision(
SDLPP::RectColider( 0, 0, 1, 1, MARIO_ID ) );
addCollision( SDLPP::RectColider( 0, 1, 1, 0.2, MARIO_ENEMY_DETECT ) );
setColiderColor("#FF0000");
setStatic( false );
bounce_speed *= 4;
}
Mario::Mario(const std::shared_ptr< SDLPP::Renderer > &renderer) : Mario(0, 0, renderer) {}
void Mario::walkLeft() {
@@ -88,6 +88,9 @@ void Mario::handleVisitor(SDLPP::Visitor &visitor) {
resetMovementY();
stop_jump = true;
}
if(m_visitor.shouldBounce()) {
addMovement(0, -bounce_speed);
}
// make sure Mario isn't stuck inside a wall
// TODO more readable function names
if ( m_visitor.isStopped() ) {
@@ -129,6 +132,7 @@ void Mario::stopJump() {
}
void Mario::custom_move( int ticks ) {
MarioBlock::custom_move(ticks);
if(!jumping && on_ground)
return;
if(getMovement().getY() >= 1.0625 * jump_movement)
@@ -155,5 +159,6 @@ void Mario::visit(SDLPP::Visitor &visitor) {
}
void Mario::setWorldTypeSrc(LandType::Value /*UNUSED*/) {
MarioBlock::setWorldTypeSrc(LandType::OVERWORLD);
// TODO
}