game/mario/mario.cpp

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#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 );
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setMovementSpeed( 1 );
auto bottom_detect = SDLPP::RectColider( 0.2, 1, 0.6, 0, MARIO_FLOOR_DETECT );
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bottom_detect.setColor("#FF0000");
bottom_detect.setOutlineColor("#FF0000");
bottom_detect.setMinHeight(1);
addCollision(bottom_detect);
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addCollision(
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SDLPP::RectColider( 0, 0.25, 0.1, 0.6, MARIO_LEFT_SIDE_DETECT ) );
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addCollision(
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SDLPP::RectColider( 0.9, 0.25, 0.1, 0.6, MARIO_RIGHT_SIDE_DETECT ) );
addCollision(
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SDLPP::RectColider( 0, 0, 0.1, 0.1, MARIO_TOP_LEFT_DETECT ) );
addCollision(
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SDLPP::RectColider( 0.9, 0, 0.1, 0.1, MARIO_TOP_LEFT_DETECT ) );
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top_collision = std::make_shared<SDLPP::RectColider>( 0.5, 0, 0.2, 0.15, MARIO_TOP_DETECT );
addCollision( top_collision );
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setColiderColor("#FF0000");
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setStatic( false );
}
void Mario::walkLeft() {
if(on_ground)
resumeAnimation();
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addMovement( -side_movement, 0 );
if ( getMovement().getX() < 0 && faces_right ) {
flipHorizontally();
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top_collision->setPos(0.3, 0);
updateSizeAndPosition();
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faces_right = false;
}
}
void Mario::walkRight() {
if(on_ground)
resumeAnimation();
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addMovement( side_movement, 0 );
if ( getMovement().getX() > 0 && !faces_right ) {
flipHorizontally();
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top_collision->setPos(0.5, 0);
updateSizeAndPosition();
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faces_right = true;
}
}
void Mario::setStanding() {
if ( getMovement().getX() == 0 ) {
pauseAnimation();
}
}
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void Mario::handleVisitor(MarioVisitor &visitor) {
// TODO - https://web.archive.org/web/20130807122227/http://i276.photobucket.com/albums/kk21/jdaster64/smb_playerphysics.png
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// handle gravity
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on_ground = visitor.isOnGround();
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if(!jumping && on_ground) {
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resetMovementY();
setTextureSourceRect(MARIO_STANDING_SRC);
if(getMovement().getX() != 0)
resumeAnimation();
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// 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);
}
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}
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// 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);
}
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if(visitor.topBlock() && getMovement().getY() < 0) {
resetMovementY();
stop_jump = true;
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}
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// make sure Mario isn't stuck inside a wall
// TODO more readable function names
if ( visitor.isStopped() ) {
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setPos( visitor.getStopX(), getPos().getY());
} else if ( visitor.canGoLeft() != visitor.canGoRight() && !(on_ground && 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() };
setPos(next_pos);
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} else if (visitor.moveTop() && jumping && !stop_jump) {
auto objPos = visitor.getRightLeftPos();
if(objPos.getX() < getPos().getX()) {
setPos( objPos.getX() + BLOCK_SIZE, getPos().getY() );
} else {
setPos( objPos.getX() - BLOCK_SIZE, getPos().getY() );
}
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}
}
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void Mario::jump() {
if(!on_ground)
return;
jumping = true;
stop_jump = false;
max_jump = getPos().getY() - 3*BLOCK_SIZE;
min_jump = getPos().getY() - 1*BLOCK_SIZE;
slow_jump = getPos().getY() - 2*BLOCK_SIZE;
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addMovement( 0, -jump_movement );
ticks_till_gravity = base_gravity_ticks;
setTextureSourceRect(MARIO_JUMP_SRC);
pauseAnimation();
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}
void Mario::stopJump() {
stop_jump = true;
}
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void Mario::custom_move( int ticks ) {
if(!jumping && on_ground)
return;
if(getMovement().getY() >= 1.0625 * jump_movement)
return;
ticks_till_gravity -= ticks;
if(ticks_till_gravity < 0) {
if(getMovement().getY() > 0) {
jumping = false;
addMovement(0, gravity_add_jumping);
} else {
if(stop_jump) {
addMovement(0, gravity_add_falling);
} else {
addMovement(0, gravity_add_jumping);
}
}
ticks_till_gravity += base_gravity_ticks;
}
}