Mario: prepartations for multiple moving objects

This commit is contained in:
2021-08-05 00:32:17 +02:00
parent 37f7bab63e
commit bfe658618e
19 changed files with 321 additions and 249 deletions
+15 -11
View File
@@ -2,6 +2,7 @@
#include "global_vars.hpp"
#include "objectids.hpp"
#include "sprites.hpp"
#include "visitors/mario_visitor.hpp"
Mario::Mario(int x, int y, const std::shared_ptr< SDLPP::Renderer > &renderer) : MarioBlock(x, y, renderer, g_mario_texture, MARIO_STANDING_SRC) {
setAnimationFrames( MARIO_WALK_ANIM );
@@ -60,10 +61,12 @@ void Mario::setStanding() {
}
}
void Mario::handleVisitor(MarioVisitor &visitor) {
void Mario::handleVisitor(SDLPP::Visitor &visitor) {
#ifndef EDITOR
// TODO - https://web.archive.org/web/20130807122227/http://i276.photobucket.com/albums/kk21/jdaster64/smb_playerphysics.png
auto &m_visitor = dynamic_cast<MarioVisitor&>(visitor);
// handle gravity
on_ground = visitor.isOnGround();
on_ground = m_visitor.isOnGround();
if(!jumping && on_ground) {
resetMovementY();
setTextureSourceRect(MARIO_STANDING_SRC);
@@ -71,34 +74,35 @@ void Mario::handleVisitor(MarioVisitor &visitor) {
resumeAnimation();
// for some reason falling of the edge causes on_ground to be true, but
// visitor ground_y is 0
if(visitor.getGroundY() != 0) {
setPos(getPos().getX(), visitor.getGroundY() - BLOCK_SIZE);
if(m_visitor.getGroundY() != 0) {
setPos(getPos().getX(), m_visitor.getGroundY() - BLOCK_SIZE);
}
}
// if we just left ground gravity didn't work in custom_move
if(!on_ground && !jumping && getMovement().getY() == 0) {
addMovement(0, 2*gravity_add_falling);
}
if(visitor.topBlock() && getMovement().getY() < 0) {
if(m_visitor.topBlock() && getMovement().getY() < 0) {
resetMovementY();
stop_jump = true;
}
// make sure Mario isn't stuck inside a wall
// TODO more readable function names
if ( visitor.isStopped() ) {
setPos( visitor.getStopX(), getPos().getY());
} else if ( visitor.canGoLeft() != visitor.canGoRight() && !(on_ground && visitor.getMovementBlockage().getY() > getPos().getY() + BLOCK_SIZE/2) ) {
if ( m_visitor.isStopped() ) {
setPos( m_visitor.getStopX(), getPos().getY());
} else if ( m_visitor.canGoLeft() != m_visitor.canGoRight() && !(on_ground && m_visitor.getMovementBlockage().getY() > getPos().getY() + BLOCK_SIZE/2) ) {
// only stop mario on ground if the block obstructs at least half of him (important for bug when mario lands from a high jump and is teleported if visitor is fired at wrong moment)
SDLPP::Vec2D<double> next_pos = { visitor.getMovementBlockage().getX() + (visitor.canGoLeft() * -1 + visitor.canGoRight() * 1) * BLOCK_SIZE, getPos().getY() };
SDLPP::Vec2D<double> next_pos = { m_visitor.getMovementBlockage().getX() + (m_visitor.canGoLeft() * -1 + m_visitor.canGoRight() * 1) * BLOCK_SIZE, getPos().getY() };
setPos(next_pos);
} else if (visitor.moveTop() && jumping && !stop_jump) {
auto objPos = visitor.getRightLeftPos();
} else if (m_visitor.moveTop() && jumping && !stop_jump) {
auto objPos = m_visitor.getRightLeftPos();
if(objPos.getX() < getPos().getX()) {
setPos( objPos.getX() + BLOCK_SIZE, getPos().getY() );
} else {
setPos( objPos.getX() - BLOCK_SIZE, getPos().getY() );
}
}
#endif
}
void Mario::jump() {