Mario: stop movement when entering main menu, check there was a movement before reversing it
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This commit is contained in:
zv0n 2022-09-24 22:54:03 +02:00
parent 9e4cc97f79
commit 09cb13195c
2 changed files with 51 additions and 27 deletions

View File

@ -35,6 +35,8 @@ std::shared_ptr<SDLPP::TextRenderer> coins = nullptr;
int coin_count = 0; int coin_count = 0;
int global_frames = 0; int global_frames = 0;
std::string last_load_level = ""; std::string last_load_level = "";
bool __right_pressed = false;
bool __left_pressed = false;
std::vector<std::shared_ptr<MarioBlock>> moving_objects = {}; std::vector<std::shared_ptr<MarioBlock>> moving_objects = {};
std::vector<SceneStruct> game_scenes{}; std::vector<SceneStruct> game_scenes{};
@ -46,10 +48,12 @@ void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
switch (key) { switch (key) {
case SDLK_a: case SDLK_a:
case SDLK_LEFT: case SDLK_LEFT:
__left_pressed = true;
mario->walkLeft(); mario->walkLeft();
break; break;
case SDLK_d: case SDLK_d:
case SDLK_RIGHT: case SDLK_RIGHT:
__right_pressed = true;
mario->walkRight(); mario->walkRight();
break; break;
case SDLK_SPACE: case SDLK_SPACE:
@ -77,16 +81,26 @@ void handleKeyUp(SDL_Keycode key) {
switch (key) { switch (key) {
case SDLK_ESCAPE: { case SDLK_ESCAPE: {
std::lock_guard<std::mutex> lock(render_mutex); std::lock_guard<std::mutex> lock(render_mutex);
mario->setMovement(0, mario->getMovement().getY());
game_scenes.back().scene->pauseScene();
__right_pressed = false;
__left_pressed = false;
game_scenes.push_back( game_scenes.push_back(
createGameMainMenuScene(renderer, false, true, true)); createGameMainMenuScene(renderer, false, true, true));
} break; } break;
case SDLK_a: case SDLK_a:
case SDLK_LEFT: case SDLK_LEFT:
if (__left_pressed) {
mario->walkRight(); mario->walkRight();
__left_pressed = false;
}
break; break;
case SDLK_d: case SDLK_d:
case SDLK_RIGHT: case SDLK_RIGHT:
if (__right_pressed) {
mario->walkLeft(); mario->walkLeft();
__right_pressed = false;
}
break; break;
case SDLK_SPACE: case SDLK_SPACE:
case SDLK_w: case SDLK_w:

View File

@ -56,7 +56,8 @@ void resetGlobals() {
} }
void showLoadMenu(void * /*UNUSED*/, Button * /*UNUSED*/) { void showLoadMenu(void * /*UNUSED*/, Button * /*UNUSED*/) {
auto loadMenu = createLoadScene(__buttons_main_menu.back()->getRenderer(), "levels", loadLevel, false, false); auto loadMenu = createLoadScene(__buttons_main_menu.back()->getRenderer(),
"levels", loadLevel, false, false);
std::lock_guard<std::mutex> lock(render_mutex); std::lock_guard<std::mutex> lock(render_mutex);
game_scenes.pop_back(); game_scenes.pop_back();
resetGlobals(); resetGlobals();
@ -67,9 +68,9 @@ void __updateSelectedButton_MainMenu(uint64_t new_index) {
if (new_index != (uint64_t)-1) { if (new_index != (uint64_t)-1) {
__buttons_main_menu[new_index]->setHighlight(); __buttons_main_menu[new_index]->setHighlight();
if (__cur_button_index_main_menu != (uint64_t)-1 && new_index != __cur_button_index_main_menu) { if (__cur_button_index_main_menu != (uint64_t)-1 &&
__buttons_main_menu[__cur_button_index_main_menu] new_index != __cur_button_index_main_menu) {
->unsetHighlight(); __buttons_main_menu[__cur_button_index_main_menu]->unsetHighlight();
} }
__cur_button_index_main_menu = new_index; __cur_button_index_main_menu = new_index;
} }
@ -101,7 +102,8 @@ void handleKeyUpMainMenu(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
} }
break; break;
case SDLK_RETURN: case SDLK_RETURN:
if(__cur_button_index_main_menu >= 0 && __cur_button_index_main_menu < __buttons_main_menu.size()) { if (__cur_button_index_main_menu >= 0 &&
__cur_button_index_main_menu < __buttons_main_menu.size()) {
__buttons_main_menu[__cur_button_index_main_menu] __buttons_main_menu[__cur_button_index_main_menu]
->performFunction(); ->performFunction();
} }
@ -112,9 +114,12 @@ void handleKeyUpMainMenu(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
} }
std::shared_ptr<SDLPP::Scene> std::shared_ptr<SDLPP::Scene>
createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_restart, bool include_resume, bool transparent_bg) { createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer,
bool include_restart, bool include_resume,
bool transparent_bg) {
auto scene = std::make_shared<SDLPP::Scene>(renderer); auto scene = std::make_shared<SDLPP::Scene>(renderer);
auto bg = std::make_shared<SDLPP::RectangleRender>(0, 0, 10, 10, renderer, auto bg = std::make_shared<SDLPP::RectangleRender>(
0, 0, 10, 10, renderer,
transparent_bg ? "#00000088" : MARIO_OVERWORLD_COLORKEY, true); transparent_bg ? "#00000088" : MARIO_OVERWORLD_COLORKEY, true);
bg->setPermanent(); bg->setPermanent();
bg->setId(1); bg->setId(1);
@ -148,7 +153,8 @@ createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_res
__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER, __buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
SDLPP::OBJ_CENTER); SDLPP::OBJ_CENTER);
__buttons_main_menu.back()->setPermanent(); __buttons_main_menu.back()->setPermanent();
__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1); __buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() -
1);
} }
if (include_restart || include_resume) { if (include_restart || include_resume) {
__buttons_main_menu.emplace_back(std::make_shared<Button>( __buttons_main_menu.emplace_back(std::make_shared<Button>(
@ -157,11 +163,12 @@ createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_res
__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER, __buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
SDLPP::OBJ_CENTER); SDLPP::OBJ_CENTER);
__buttons_main_menu.back()->setPermanent(); __buttons_main_menu.back()->setPermanent();
__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1); __buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() -
1);
} }
__buttons_main_menu.emplace_back(std::make_shared<Button>( __buttons_main_menu.emplace_back(
0.2, 0.55, 0.6, 0.1, renderer, "LOAD", default_button_theme, std::make_shared<Button>(0.2, 0.55, 0.6, 0.1, renderer, "LOAD",
showLoadMenu, nullptr)); default_button_theme, showLoadMenu, nullptr));
__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER, __buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
SDLPP::OBJ_CENTER); SDLPP::OBJ_CENTER);
__buttons_main_menu.back()->setPermanent(); __buttons_main_menu.back()->setPermanent();
@ -192,6 +199,7 @@ void additionalRenderMainMenu(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
} }
if (__quit_scenes_main_menu) { if (__quit_scenes_main_menu) {
game_scenes.pop_back(); game_scenes.pop_back();
game_scenes.back().scene->unpauseScene();
if (__restart_scenes_main_menu) { if (__restart_scenes_main_menu) {
loadLastLevel(); loadLastLevel();
} }
@ -246,11 +254,13 @@ void pollEventsMainMenu(std::shared_ptr<SDLPP::Scene> &scene) {
} }
} }
SceneStruct SceneStruct createGameMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer,
createGameMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer, bool include_restart, bool include_resume, bool transparent_background) { bool include_restart, bool include_resume,
bool transparent_background) {
__include_resume = include_resume; __include_resume = include_resume;
SceneStruct ret{}; SceneStruct ret{};
ret.scene = createSceneMainMenu(renderer, include_restart, include_resume, transparent_background); ret.scene = createSceneMainMenu(renderer, include_restart, include_resume,
transparent_background);
ret.additionalRender = additionalRenderMainMenu; ret.additionalRender = additionalRenderMainMenu;
ret.doInput = pollEventsMainMenu; ret.doInput = pollEventsMainMenu;
__update_scenes_main_menu = true; __update_scenes_main_menu = true;