Jumping experiment
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@ -10,7 +10,7 @@ Mario::Mario(const std::shared_ptr< SDLPP::Renderer > &renderer) : SDLPP::Rectan
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setAnimationSpeed( 12.5 );
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setAnimationSpeed( 12.5 );
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pauseAnimation();
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pauseAnimation();
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setMovement( 0, 0 );
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setMovement( 0, 0 );
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setMovementSpeed( 0.4 );
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setMovementSpeed( 1 );
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addCollision(
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addCollision(
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SDLPP::RectColider( 0.21, 0.85, 0.65, 0.25, MARIO_FLOOR_DETECT ) );
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SDLPP::RectColider( 0.21, 0.85, 0.65, 0.25, MARIO_FLOOR_DETECT ) );
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addCollision(
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addCollision(
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@ -46,26 +46,25 @@ void Mario::setStanding() {
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void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_position) {
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void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_position) {
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// handle gravity
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// handle gravity
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// TODO - https://haydnscarlett.wordpress.com/2020/07/30/marios-jump/
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// TODO - https://haydnscarlett.wordpress.com/2020/07/30/marios-jump/
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if (jumping) {
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/* if (jumping) {
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if(stop_jump && getPos().getY() - min_jump < 0.05) {
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if(stop_jump && getPos().getY() - min_jump < 0.05) {
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jumping = false;
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jumping = false;
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resetMovementY();
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resetMovementY();
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} else if( getPos().getY() - max_jump < 0.05 ) {
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} else if( getPos().getY() - max_jump < 0.05 ) {
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std::cout << "jumping end" << std::endl;
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std::cout << "MAX: " << max_jump << ", MY: " << getPos().getY() << std::endl;
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jumping = false;
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jumping = false;
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resetMovementY();
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resetMovementY();
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} else if ( getPos().getY() - slow_jump < 0.05 && getMovement().getY() < -1*jump_movement/5 ) {
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} else if ( getPos().getY() - slow_jump < 0.05 && getMovement().getY() < -1*jump_movement/5 ) {
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std::cout << "Slowing down" << std::endl;
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addMovement(0, jump_movement/50);
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addMovement(0, jump_movement/50);
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}
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}
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}
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}*/
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on_ground = visitor.isOnGround();
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on_ground = visitor.isOnGround();
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if ( !on_ground && !jumping ) {
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if(!jumping && on_ground) {
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setMovement( getMovement().getX(), fall_movement );
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} else if(!jumping) {
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resetMovementY();
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resetMovementY();
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setPos(getPos().getX(), visitor.getGroundY() - BLOCK_SIZE);
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// for some reason falling of the edge causes on_ground to be true, but
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// visitor ground_y is 0
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if(visitor.getGroundY() != 0) {
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setPos(getPos().getX(), visitor.getGroundY() - BLOCK_SIZE);
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}
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}
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}
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// make sure Mario isn't stuck inside a wall
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// make sure Mario isn't stuck inside a wall
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if ( visitor.isStopped() ||
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if ( visitor.isStopped() ||
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@ -78,16 +77,37 @@ void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_p
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void Mario::jump() {
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void Mario::jump() {
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if(!on_ground)
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if(!on_ground)
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return;
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return;
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std::cout << "JUMP!" << std::endl;
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jumping = true;
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jumping = true;
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stop_jump = false;
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stop_jump = false;
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max_jump = getPos().getY() - 3*BLOCK_SIZE;
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max_jump = getPos().getY() - 3*BLOCK_SIZE;
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min_jump = getPos().getY() - 1*BLOCK_SIZE;
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min_jump = getPos().getY() - 1*BLOCK_SIZE;
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slow_jump = getPos().getY() - 2*BLOCK_SIZE;
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slow_jump = getPos().getY() - 2*BLOCK_SIZE;
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setMovement( getMovement().getX(), -jump_movement );
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addMovement( 0, -jump_movement );
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ticks_till_gravity = base_gravity_ticks;
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}
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}
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void Mario::stopJump() {
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void Mario::stopJump() {
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std::cout << "STOP JUMP!" << std::endl;
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stop_jump = true;
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stop_jump = true;
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}
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}
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void Mario::custom_move( int ticks ) {
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if(!jumping && on_ground)
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return;
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if(getMovement().getY() >= 1.0625 * jump_movement)
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return;
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ticks_till_gravity -= ticks;
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if(ticks_till_gravity < 0) {
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if(getMovement().getY() > 0) {
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jumping = false;
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addMovement(0, gravity_add_jumping);
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} else {
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if(stop_jump) {
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addMovement(0, gravity_add_falling);
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} else {
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addMovement(0, gravity_add_jumping);
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}
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}
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ticks_till_gravity += base_gravity_ticks;
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}
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std::cout << getMovement().getY() << std::endl;
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}
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@ -3,6 +3,7 @@
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#include "../sdlpp/sdlpp_rectrenderer.hpp"
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#include "../sdlpp/sdlpp_rectrenderer.hpp"
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#include "mario_visitor.hpp"
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#include "mario_visitor.hpp"
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#include "sprites.hpp"
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class Mario : public SDLPP::RectangleRender {
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class Mario : public SDLPP::RectangleRender {
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public:
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public:
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@ -13,17 +14,22 @@ public:
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void handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_position);
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void handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_position);
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void jump();
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void jump();
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void stopJump();
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void stopJump();
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virtual void custom_move( int ticks ) override;
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private:
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private:
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bool faces_right = true;
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bool faces_right = true;
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double side_movement = 0.8;
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double side_movement = 0.32;
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double fall_movement = 1;
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double jump_movement = 1.0;
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double jump_movement = 1.5;
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bool jumping = false;
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bool jumping = false;
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bool stop_jump = false;
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bool stop_jump = false;
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double max_jump = 0;
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double max_jump = 0;
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double min_jump = 0;
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double min_jump = 0;
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double slow_jump = 0;
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double slow_jump = 0;
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bool on_ground = true;
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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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};
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};
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#endif
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#endif
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