Mario: custom mario class
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+13
-67
@@ -15,22 +15,12 @@
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#include "blocks.hpp"
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#include "maploader.hpp"
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#include "mario_visitor.hpp"
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#define SIDE_MOVEMENT 0.8
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#define FALL_MOVEMENT 1
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#include "mario.hpp"
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bool quit = false;
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std::shared_ptr< SDLPP::RectangleRender > mario = nullptr;
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std::shared_ptr< SDLPP::Texture > mario_texture = nullptr;
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std::shared_ptr< Mario > mario = nullptr;
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std::shared_ptr< SDLPP::RectangleRender > leftStop = nullptr;
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std::shared_ptr< SDLPP::Renderer > renderer = nullptr;
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bool mario_facing_right = true;
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void setMarioStanding() {
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if ( mario->getMovement().getX() == 0 ) {
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mario->pauseAnimation();
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}
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}
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void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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switch ( key ) {
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@@ -38,20 +28,10 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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quit = true;
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break;
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case SDLK_a:
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mario->resumeAnimation();
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mario->addMovement( -SIDE_MOVEMENT, 0 );
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if ( mario->getMovement().getX() < 0 && mario_facing_right ) {
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mario->flipHorizontally();
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mario_facing_right = false;
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}
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mario->walkLeft();
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break;
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case SDLK_d:
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mario->resumeAnimation();
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mario->addMovement( SIDE_MOVEMENT, 0 );
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if ( mario->getMovement().getX() > 0 && !mario_facing_right ) {
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mario->flipHorizontally();
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mario_facing_right = true;
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}
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mario->walkRight();
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break;
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case SDLK_SPACE:
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case SDLK_w:
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@@ -69,20 +49,10 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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void handleKeyUp( SDL_Keycode key ) {
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switch ( key ) {
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case SDLK_a:
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mario->resumeAnimation();
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mario->addMovement( SIDE_MOVEMENT, 0 );
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if ( mario->getMovement().getX() > 0 && !mario_facing_right ) {
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mario->flipHorizontally();
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mario_facing_right = true;
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}
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mario->walkRight();
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break;
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case SDLK_d:
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mario->resumeAnimation();
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mario->addMovement( -SIDE_MOVEMENT, 0 );
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if ( mario->getMovement().getX() < 0 && mario_facing_right ) {
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mario->flipHorizontally();
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mario_facing_right = false;
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}
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mario->walkLeft();
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break;
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case SDLK_w:
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case SDLK_s:
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@@ -152,17 +122,9 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
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if ( mv.isDead() ) {
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quit = true;
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}
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if ( !mv.isOnGround() ) {
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mario->setMovement( mario->getMovement().getX(), FALL_MOVEMENT );
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} else {
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mario->resetMovementY();
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mario->setPos(mario->getPos().getX(), mv.getGroundY() - BLOCK_SIZE);
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}
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if ( mv.isStopped() ||
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( !mv.canGoLeft() && prevPos.getX() > mario->getPos().getX() ) ||
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( !mv.canGoRight() && prevPos.getX() < mario->getPos().getX() ) ) {
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mario->setPos( prevPos.getX(), mario->getPos().getY() );
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}
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mario->handleVisitor(mv, prevPos);
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// if player is > 0.7 of playground, move everything left
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auto playerX = mario->getRect().x;
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auto width = scene->getWidth();
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auto rightBarrier = width * 0.7;
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@@ -199,26 +161,10 @@ int main() {
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bg->setStatic();
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bg->setId( 1 );
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scene->addObject( bg );
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mario_texture = std::make_shared< SDLPP::Texture >(
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g_mario_texture = std::make_shared< SDLPP::Texture >(
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renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY );
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mario = std::make_shared< SDLPP::RectangleRender >(
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0, 0, BLOCK_SIZE, BLOCK_SIZE, renderer, mario_texture,
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MARIO_STANDING_SRC );
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mario->setAnimationFrames( MARIO_WALK_ANIM );
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mario->setId( 2 );
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mario->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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mario->setAnimationSpeed( 12.5 );
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mario->pauseAnimation();
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mario->setMovement( 0, 0 );
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mario->setMovementSpeed( 0.4 );
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mario->addCollision(
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SDLPP::RectColider( 0.21, 0.85, 0.65, 0.25, MARIO_FLOOR_DETECT ) );
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mario->addCollision(
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SDLPP::RectColider( 0, 0.1, 0.1, 0.8, MARIO_LEFT_SIDE_DETECT ) );
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mario->addCollision(
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SDLPP::RectColider( 0.9, 0.1, 0.1, 0.8, MARIO_RIGHT_SIDE_DETECT ) );
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mario->setStatic( false );
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scene->addObject( mario );
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mario = std::make_shared< Mario >(renderer);
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scene->addObject(mario);
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auto defeat =
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std::make_shared< SDLPP::RectangleRender >( 0, 1.01, 0, 0, renderer );
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@@ -256,7 +202,7 @@ int main() {
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while ( !quit ) {
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SDL_PumpEvents();
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SDL_framerateDelay( &gFPS );
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setMarioStanding();
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mario->setStanding();
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scene->renderScene();
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renderer->presentRenderer();
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frames++;
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