game/mario/blocks.hpp

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#ifndef BLOCKS_H
#define BLOCKS_H
#include "../sdlpp/sdlpp_rectrenderer.hpp"
#include <SDL2/SDL_rect.h>
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#include <memory>
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struct LandType {
enum Value { OVERWORLD = 0, UNDERWORLD = 1, WATER = 2, BOWSER = 4 };
};
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class MarioBlock : public SDLPP::RectangleRender {
public:
MarioBlock( int x, int y,
const std::shared_ptr< SDLPP::Renderer > &renderer,
std::shared_ptr< SDLPP::Texture > texture, SDL_Rect src,
bool can_be_destroyed = false, bool destructible = false );
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void visit( SDLPP::Visitor &visitor ) override;
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void setTool( bool tool = true );
void setTerrain( bool terrain = true );
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void bounce();
void travelToPos(const SDLPP::Vec2D<double> &target);
void custom_move( int ticks ) override;
void setType( LandType::Value type );
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LandType::Value getType() const;
virtual void onScrollUp() {}
virtual void onScrollDown() {}
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virtual uint8_t getData() const {
return 0;
}
virtual void setData( uint8_t /*UNUSED*/ ) {}
// handle own visitor
virtual void handleVisitor(SDLPP::Visitor &visitor) {}
bool hasCoin();
bool hasMushroom();
void removeCoin();
void removeMushroom();
void addMushroom();
void setCoinCount( int coins );
void setDestructible( bool destructible = true );
void ensureCollision();
bool isBouncing() const;
bool isTraveling() const;
void setBaseRect(SDL_Rect rect);
void checkVisibility(double rightmost_x);
bool wasVisible() const;
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protected:
double bounce_speed = 0.5;
int bounce_ticks = 100;
double travel_speed = bounce_speed;
void gravity(int ticks);
void setOnGround(bool on_ground = true) {
_on_ground = on_ground;
if(on_ground) {
setMovement(getMovement().getX(), 0);
}
}
bool isOnGround() const {
return _on_ground;
}
void setGravityTicks(int ticks) {
_base_gravity_ticks = ticks;
}
virtual void setWorldTypeSrc( LandType::Value world );
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private:
bool _tool = false;
bool _terrain = true;
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bool _destructible = false;
bool _can_be_destroyed = false;
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bool _bouncing = false;
bool _traveling = false;
int _coins = 0;
bool _mushroom = false;
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bool _release_coin = false;
int ticks_to_bounce = 0;
SDLPP::Vec2D< double > og_pos = {};
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LandType::Value _type;
SDL_Rect _base_src;
SDLPP::Vec2D<double> _target = {0,0};
bool _on_ground = true;
int _base_gravity_ticks = 1000 / 60;
int _ticks_till_gravity = 0;
double _gravity_acceleration = 1.0/(64.0/7.0);
bool _was_visible = false;
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};
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extern const std::vector< uint64_t > possibleBlocks;
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extern const std::vector< uint64_t > possibleMods;
extern const std::vector< uint64_t > possibleCharacters;
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extern const std::vector< LandType::Value > possibleLands;
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struct BlockRole {
enum Value {
TERRAIN,
MODIFIER,
CHARACTER,
MARIO,
};
};
std::shared_ptr< MarioBlock >
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createTerrainBlock( uint64_t block_id, LandType::Value type,
std::shared_ptr< SDLPP::Renderer > &renderer,
bool destructible = false, bool editor = false );
std::shared_ptr< MarioBlock >
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createTerrainBlock( uint64_t block_id, LandType::Value type,
std::shared_ptr< SDLPP::Renderer > &renderer, int x, int y,
bool destructible = false, bool editor = false );
std::shared_ptr< MarioBlock >
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createMario( LandType::Value type, std::shared_ptr< SDLPP::Renderer > &renderer,
int x, int y, bool editor = false );
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enum BlockRole::Value getBlockRole( uint64_t id );
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#endif