Mario: add goomba into moving_objects
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parent
edeeadb232
commit
28d7e208fc
@ -1,5 +1,6 @@
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#include "../sdlpp/sdlpp.hpp"
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#include "../sdlpp/sdlpp.hpp"
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#include "sprites.hpp"
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#include "sprites.hpp"
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#include <memory>
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#ifdef _WIN32
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#ifdef _WIN32
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#include "../sdlpp/SDL2/SDL2_framerate.h"
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#include "../sdlpp/SDL2/SDL2_framerate.h"
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#include <ctime>
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#include <ctime>
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@ -125,6 +126,7 @@ void pollEvents( SDLPP::Scene &scene ) {
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auto prev_mario_pos = mario->getAbsolutePos();
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auto prev_mario_pos = mario->getAbsolutePos();
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scene.updateSizeAndPosition();
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scene.updateSizeAndPosition();
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moveToMarioPosition( scene, prev_mario_pos );
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moveToMarioPosition( scene, prev_mario_pos );
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update = true;
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}
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}
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default:
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default:
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break;
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break;
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@ -154,7 +156,7 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
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moving_objects[i]->handleVisitor( *visitor );
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moving_objects[i]->handleVisitor( *visitor );
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auto rightmost_pos = moving_objects[i]->getAbsolutePos().getX() +
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auto rightmost_pos = moving_objects[i]->getAbsolutePos().getX() +
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moving_objects[i]->getDoubleRect().second.getX();
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moving_objects[i]->getDoubleRect().second.getX();
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if(rightmost_pos < 0) {
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if(rightmost_pos < 0 && moving_objects[i] != mario) {
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moving_objects[i]->destroy();
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moving_objects[i]->destroy();
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}
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}
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}
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}
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@ -175,14 +177,14 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
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// if player is > 0.7 of playground, move everything left
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// if player is > 0.7 of playground, move everything left
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auto playerX = mario->getRect().x;
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auto playerX = mario->getRect().x;
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auto width = scene->getWidth();
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auto width = scene->getWidth();
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auto rightBarrier = width * 0.7;
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auto rightBarrier = width * 0.5;
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auto rightmostX =
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auto rightmostX =
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scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
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scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
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scene->moveEverything(
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scene->moveEverything(
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( playerX > rightBarrier && rightmostX > width ) *
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( playerX > rightBarrier && rightmostX > width ) *
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( rightBarrier - playerX ) / width,
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( rightBarrier - playerX ) / width,
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0 );
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0 );
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update = playerX > rightBarrier && rightmostX > width;
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update = update || (playerX > rightBarrier && rightmostX > width);
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global_frames++;
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global_frames++;
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}
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}
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}
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}
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@ -203,6 +205,8 @@ int main() {
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// prepare global vars
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// prepare global vars
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g_terrain_texture = std::make_shared< SDLPP::Texture >(
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g_terrain_texture = std::make_shared< SDLPP::Texture >(
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renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY );
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renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY );
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g_enemies_texture = std::make_shared< SDLPP::Texture >(
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renderer, "sprites/enemies.png", MARIO_OVERWORLD_COLORKEY );
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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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g_playground = scene;
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g_playground = scene;
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@ -268,10 +272,8 @@ int main() {
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auto base = SDL_GetTicks();
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auto base = SDL_GetTicks();
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int frames = 0;
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int frames = 0;
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std::thread inputThread( doInput, scene );
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scene->moveEverything( -mario->getDoubleRect().first.getX() + 0.2, 0 );
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scene->moveEverything( -mario->getDoubleRect().first.getX() + 0.2, 0 );
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update = true;
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update = true;
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moving_objects.push_back(mario);
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std::unordered_set<uint64_t> background_ids = {
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std::unordered_set<uint64_t> background_ids = {
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HILL_INCLINE_ID, HILL_DECLINE_ID, HILL_DOTS_RIGHT_ID, HILL_DOTS_LEFT_ID,
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HILL_INCLINE_ID, HILL_DECLINE_ID, HILL_DOTS_RIGHT_ID, HILL_DOTS_LEFT_ID,
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@ -283,9 +285,25 @@ int main() {
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scene->setBackgroundObjectIDs(background_ids);
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scene->setBackgroundObjectIDs(background_ids);
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scene->updateBackgroundObjectZIndex();
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scene->updateBackgroundObjectZIndex();
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while ( !quit ) {
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// we want mario to be first because visiting isn't perfect
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moving_objects.push_back(mario);
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std::unordered_set<int> moving_object_ids = {
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GOOMBA_ID,
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};
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for(auto &obj : scene->getObjects(moving_object_ids)) {
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moving_objects.push_back(std::dynamic_pointer_cast<MarioBlock>(obj));
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}
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std::thread inputThread( doInput, scene );
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SDL_PumpEvents();
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SDL_PumpEvents();
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scene->updateSizeAndPosition();
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scene->renderScene();
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renderer->presentRenderer();
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update = true;
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while ( !quit ) {
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SDL_framerateDelay( &gFPS );
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SDL_framerateDelay( &gFPS );
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SDL_PumpEvents();
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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->setStanding();
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mario->setStanding();
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if ( update ) {
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if ( update ) {
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