#include "mario.hpp" #include "global_vars.hpp" #include "objectids.hpp" #include "sprites.hpp" Mario::Mario(const std::shared_ptr< SDLPP::Renderer > &renderer) : SDLPP::RectangleRender(0, 0, BLOCK_SIZE, BLOCK_SIZE, renderer, g_mario_texture, MARIO_STANDING_SRC) { setAnimationFrames( MARIO_WALK_ANIM ); setId( MARIO_ID ); setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER ); setAnimationSpeed( 12.5 ); pauseAnimation(); setMovement( 0, 0 ); setMovementSpeed( 0.4 ); addCollision( SDLPP::RectColider( 0.21, 0.85, 0.65, 0.25, MARIO_FLOOR_DETECT ) ); addCollision( SDLPP::RectColider( 0, 0.1, 0.1, 0.8, MARIO_LEFT_SIDE_DETECT ) ); addCollision( SDLPP::RectColider( 0.9, 0.1, 0.1, 0.8, MARIO_RIGHT_SIDE_DETECT ) ); setStatic( false ); } void Mario::walkLeft() { resumeAnimation(); addMovement( -side_movement, 0 ); if ( getMovement().getX() < 0 && faces_right ) { flipHorizontally(); faces_right = false; } } void Mario::walkRight() { resumeAnimation(); addMovement( side_movement, 0 ); if ( getMovement().getX() > 0 && !faces_right ) { flipHorizontally(); faces_right = true; } } void Mario::setStanding() { if ( getMovement().getX() == 0 ) { pauseAnimation(); } } void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D previous_position) { // handle gravity if ( !visitor.isOnGround() ) { setMovement( getMovement().getX(), fall_movement ); } else { resetMovementY(); setPos(getPos().getX(), visitor.getGroundY() - BLOCK_SIZE); } // make sure Mario isn't stuck inside a wall if ( visitor.isStopped() || ( !visitor.canGoLeft() && previous_position.getX() > getPos().getX() ) || ( !visitor.canGoRight() && previous_position.getX() < getPos().getX() ) ) { setPos( previous_position.getX(), getPos().getY() ); } }