Mario: prepartations for multiple moving objects
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#include "mario_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 MarioVisitor::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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} else if (from == MARIO_TOP_DETECT) {
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top_hit = true;
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} else if (from == MARIO_TOP_LEFT_DETECT || from == MARIO_TOP_RIGHT_DETECT) {
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rightleftpos = obj.getPos();
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top_left_right = true;
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}
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break;
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case DEATH_ID:
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// TODO remove death?
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death = true;
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_quit = true;
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break;
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case STOP_MOVEMENT:
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stop = true;
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newX = obj.getDoubleRect().first.getX() +
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obj.getDoubleRect().second.getX();
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break;
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default:
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break;
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}
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}
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