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#ifndef MARIO_H
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#define MARIO_H
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#include "../sdlpp/sdlpp_rectrenderer.hpp"
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#include "sprites.hpp"
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#include "blocks.hpp"
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class Mario : public MarioBlock {
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public:
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Mario(int x, int y, const std::shared_ptr<SDLPP::Renderer> &renderer);
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Mario(const std::shared_ptr<SDLPP::Renderer> &renderer);
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void walkLeft();
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void walkRight();
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void setStanding();
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void handleVisitor(SDLPP::Visitor &visitor) override;
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void jump();
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void stopJump();
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void custom_move(int ticks) override;
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void visit(SDLPP::Visitor &visitor) override;
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bool isDead() {
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return _death;
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}
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private:
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void setDeath(bool dead = true) {
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_death = dead;
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}
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bool _death = false;
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bool controllable = true;
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bool faces_right = true;
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double side_movement = 0.3;
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double jump_movement = 1.0;
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bool jumping = false;
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bool stop_jump = false;
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double max_jump = 0;
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double min_jump = 0;
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double slow_jump = 0;
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bool on_ground = true;
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int ticks_till_gravity = 0;
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// gravity should be added every frame in 60fps game
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const int base_gravity_ticks = 1000 / 60;
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const double gravity_add_jumping = jump_movement / 32.0;
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const double gravity_add_falling = jump_movement / (64.0 / 7.0);
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std::shared_ptr<SDLPP::RectColider> top_collision = nullptr;
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void setWorldTypeSrc(LandType::Value world) override;
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void stopMovement();
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};
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#endif
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