Mario: stop movement when entering main menu, check there was a movement before reversing it
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9e4cc97f79
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09cb13195c
@ -35,6 +35,8 @@ std::shared_ptr<SDLPP::TextRenderer> coins = nullptr;
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int coin_count = 0;
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int coin_count = 0;
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int global_frames = 0;
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int global_frames = 0;
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std::string last_load_level = "";
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std::string last_load_level = "";
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bool __right_pressed = false;
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bool __left_pressed = false;
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std::vector<std::shared_ptr<MarioBlock>> moving_objects = {};
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std::vector<std::shared_ptr<MarioBlock>> moving_objects = {};
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std::vector<SceneStruct> game_scenes{};
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std::vector<SceneStruct> game_scenes{};
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@ -46,10 +48,12 @@ void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
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switch (key) {
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switch (key) {
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case SDLK_a:
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case SDLK_a:
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case SDLK_LEFT:
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case SDLK_LEFT:
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__left_pressed = true;
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mario->walkLeft();
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mario->walkLeft();
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break;
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break;
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case SDLK_d:
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case SDLK_d:
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case SDLK_RIGHT:
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case SDLK_RIGHT:
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__right_pressed = true;
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mario->walkRight();
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mario->walkRight();
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break;
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break;
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case SDLK_SPACE:
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case SDLK_SPACE:
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@ -77,16 +81,26 @@ void handleKeyUp(SDL_Keycode key) {
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switch (key) {
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switch (key) {
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case SDLK_ESCAPE: {
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case SDLK_ESCAPE: {
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std::lock_guard<std::mutex> lock(render_mutex);
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std::lock_guard<std::mutex> lock(render_mutex);
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mario->setMovement(0, mario->getMovement().getY());
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game_scenes.back().scene->pauseScene();
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__right_pressed = false;
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__left_pressed = false;
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game_scenes.push_back(
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game_scenes.push_back(
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createGameMainMenuScene(renderer, false, true, true));
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createGameMainMenuScene(renderer, false, true, true));
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} break;
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} break;
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case SDLK_a:
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case SDLK_a:
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case SDLK_LEFT:
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case SDLK_LEFT:
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if (__left_pressed) {
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mario->walkRight();
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mario->walkRight();
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__left_pressed = false;
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}
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break;
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break;
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case SDLK_d:
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case SDLK_d:
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case SDLK_RIGHT:
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case SDLK_RIGHT:
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if (__right_pressed) {
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mario->walkLeft();
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mario->walkLeft();
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__right_pressed = false;
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}
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break;
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break;
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case SDLK_SPACE:
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case SDLK_SPACE:
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case SDLK_w:
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case SDLK_w:
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@ -56,7 +56,8 @@ void resetGlobals() {
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}
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}
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void showLoadMenu(void * /*UNUSED*/, Button * /*UNUSED*/) {
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void showLoadMenu(void * /*UNUSED*/, Button * /*UNUSED*/) {
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auto loadMenu = createLoadScene(__buttons_main_menu.back()->getRenderer(), "levels", loadLevel, false, false);
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auto loadMenu = createLoadScene(__buttons_main_menu.back()->getRenderer(),
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"levels", loadLevel, false, false);
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std::lock_guard<std::mutex> lock(render_mutex);
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std::lock_guard<std::mutex> lock(render_mutex);
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game_scenes.pop_back();
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game_scenes.pop_back();
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resetGlobals();
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resetGlobals();
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@ -67,9 +68,9 @@ void __updateSelectedButton_MainMenu(uint64_t new_index) {
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if (new_index != (uint64_t)-1) {
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if (new_index != (uint64_t)-1) {
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__buttons_main_menu[new_index]->setHighlight();
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__buttons_main_menu[new_index]->setHighlight();
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if (__cur_button_index_main_menu != (uint64_t)-1 && new_index != __cur_button_index_main_menu) {
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if (__cur_button_index_main_menu != (uint64_t)-1 &&
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__buttons_main_menu[__cur_button_index_main_menu]
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new_index != __cur_button_index_main_menu) {
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->unsetHighlight();
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__buttons_main_menu[__cur_button_index_main_menu]->unsetHighlight();
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}
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}
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__cur_button_index_main_menu = new_index;
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__cur_button_index_main_menu = new_index;
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}
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}
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@ -101,7 +102,8 @@ void handleKeyUpMainMenu(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
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}
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}
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break;
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break;
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case SDLK_RETURN:
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case SDLK_RETURN:
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if(__cur_button_index_main_menu >= 0 && __cur_button_index_main_menu < __buttons_main_menu.size()) {
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if (__cur_button_index_main_menu >= 0 &&
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__cur_button_index_main_menu < __buttons_main_menu.size()) {
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__buttons_main_menu[__cur_button_index_main_menu]
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__buttons_main_menu[__cur_button_index_main_menu]
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->performFunction();
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->performFunction();
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}
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}
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@ -112,9 +114,12 @@ void handleKeyUpMainMenu(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
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}
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}
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std::shared_ptr<SDLPP::Scene>
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std::shared_ptr<SDLPP::Scene>
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createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_restart, bool include_resume, bool transparent_bg) {
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createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer,
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bool include_restart, bool include_resume,
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bool transparent_bg) {
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auto scene = std::make_shared<SDLPP::Scene>(renderer);
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auto scene = std::make_shared<SDLPP::Scene>(renderer);
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auto bg = std::make_shared<SDLPP::RectangleRender>(0, 0, 10, 10, renderer,
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auto bg = std::make_shared<SDLPP::RectangleRender>(
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0, 0, 10, 10, renderer,
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transparent_bg ? "#00000088" : MARIO_OVERWORLD_COLORKEY, true);
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transparent_bg ? "#00000088" : MARIO_OVERWORLD_COLORKEY, true);
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bg->setPermanent();
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bg->setPermanent();
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bg->setId(1);
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bg->setId(1);
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@ -148,7 +153,8 @@ createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_res
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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SDLPP::OBJ_CENTER);
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() -
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1);
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}
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}
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if (include_restart || include_resume) {
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if (include_restart || include_resume) {
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__buttons_main_menu.emplace_back(std::make_shared<Button>(
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__buttons_main_menu.emplace_back(std::make_shared<Button>(
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@ -157,11 +163,12 @@ createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_res
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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SDLPP::OBJ_CENTER);
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() -
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1);
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}
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}
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__buttons_main_menu.emplace_back(std::make_shared<Button>(
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__buttons_main_menu.emplace_back(
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0.2, 0.55, 0.6, 0.1, renderer, "LOAD", default_button_theme,
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std::make_shared<Button>(0.2, 0.55, 0.6, 0.1, renderer, "LOAD",
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showLoadMenu, nullptr));
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default_button_theme, showLoadMenu, nullptr));
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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SDLPP::OBJ_CENTER);
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setPermanent();
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@ -192,6 +199,7 @@ void additionalRenderMainMenu(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
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}
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}
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if (__quit_scenes_main_menu) {
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if (__quit_scenes_main_menu) {
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game_scenes.pop_back();
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game_scenes.pop_back();
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game_scenes.back().scene->unpauseScene();
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if (__restart_scenes_main_menu) {
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if (__restart_scenes_main_menu) {
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loadLastLevel();
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loadLastLevel();
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}
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}
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@ -246,11 +254,13 @@ void pollEventsMainMenu(std::shared_ptr<SDLPP::Scene> &scene) {
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}
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}
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}
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}
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SceneStruct
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SceneStruct createGameMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer,
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createGameMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_restart, bool include_resume, bool transparent_background) {
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bool include_restart, bool include_resume,
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bool transparent_background) {
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__include_resume = include_resume;
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__include_resume = include_resume;
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SceneStruct ret{};
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SceneStruct ret{};
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ret.scene = createSceneMainMenu(renderer, include_restart, include_resume, transparent_background);
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ret.scene = createSceneMainMenu(renderer, include_restart, include_resume,
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transparent_background);
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ret.additionalRender = additionalRenderMainMenu;
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ret.additionalRender = additionalRenderMainMenu;
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ret.doInput = pollEventsMainMenu;
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ret.doInput = pollEventsMainMenu;
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__update_scenes_main_menu = true;
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__update_scenes_main_menu = true;
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