Mario: detect left/right collision
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@ -92,7 +92,6 @@ void pollEvents( SDLPP::Scene &scene ) {
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if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
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scene.updateSizeAndPosition();
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if ( leftStop ) {
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auto rendDimsInt = renderer->getDimensions();
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auto rendDims = renderer->getDoubleDimensions();
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auto left = rendDims.getX() < 2.0
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? -( rendDims.getX() - 1 ) / 2.0 - 0.1
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@ -141,16 +140,14 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
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} else {
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mario->resetMovementY();
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}
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if ( mv.isStopped() ) {
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if ( mv.isStopped() || ( !mv.canGoLeft() && prevPos.getX() > mario->getPos().getX() ) || ( !mv.canGoRight() && prevPos.getX() < mario->getPos().getX() ) ) {
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mario->setPos( prevPos.getX(), mario->getPos().getY() );
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}
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auto playerX = mario->getRect().x;
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auto width = scene->getWidth();
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auto rightBarrier = width * 0.7;
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auto leftBarrier = width * 0.3;
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auto rightmostX =
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scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
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auto leftmostX = scene->leftmost()->getRect().x;
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scene->moveEverything(
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( playerX > rightBarrier && rightmostX > width ) *
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( rightBarrier - playerX ) / width,
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@ -196,9 +193,9 @@ int main() {
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mario->addCollision(
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SDLPP::RectColider( 0.21, 0.85, 0.65, 0.16, MARIO_FLOOR_DETECT ) );
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mario->addCollision(
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SDLPP::RectColider( 0, 0, 0.1, 0.9, MARIO_SIDE_DETECT ) );
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SDLPP::RectColider( 0, 0, 0.1, 0.9, MARIO_LEFT_SIDE_DETECT ) );
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mario->addCollision(
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SDLPP::RectColider( 0.9, 0, 0.1, 0.9, MARIO_SIDE_DETECT ) );
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SDLPP::RectColider( 0.9, 0, 0.1, 0.9, MARIO_RIGHT_SIDE_DETECT ) );
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mario->setStatic( false );
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scene->addObject( mario );
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@ -56,10 +56,10 @@ void loadMap(std::shared_ptr<SDLPP::Scene> &scene, std::shared_ptr<SDLPP::Rectan
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std::getline(mapFile, buffer);
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auto mario_y = std::stoi(buffer);
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auto cur_y = 1 - rows * BLOCK_SIZE;
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for(size_t i = 0; i < rows; i++) {
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for(int i = 0; i < rows; i++) {
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std::getline(mapFile, buffer);
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auto cur_x = -BLOCK_SIZE;
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for(size_t j = 0; j < cols; j++) {
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for(int j = 0; j < cols; j++) {
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cur_x += BLOCK_SIZE;
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if(buffer[j] == ' ')
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continue;
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@ -8,8 +8,10 @@ void MarioVisitor::visit( const SDLPP::RenderObject &obj ) {
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case FLOOR_OVERWORLD_ID:
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if ( from == MARIO_FLOOR_DETECT )
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onGround = true;
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else if ( from == MARIO_SIDE_DETECT )
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stop = true;
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else if ( from == MARIO_LEFT_SIDE_DETECT )
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left = true;
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else if (from == MARIO_RIGHT_SIDE_DETECT )
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right = true;
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break;
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case DEATH_ID:
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death = true;
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@ -23,6 +23,12 @@ public:
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virtual void fromId( uint64_t id ) override {
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from = id;
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}
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bool canGoLeft() {
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return !left;
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}
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bool canGoRight() {
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return !right;
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}
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private:
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bool onGround = false;
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@ -30,6 +36,8 @@ private:
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bool stop = false;
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double newX;
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uint64_t from = -1;
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bool left = false;
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bool right = false;
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};
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#endif
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@ -22,6 +22,7 @@
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#define STOP_MOVEMENT 0x2000
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#define MARIO_FLOOR_DETECT 0x20000001
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#define MARIO_SIDE_DETECT 0x20000002
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#define MARIO_LEFT_SIDE_DETECT 0x20000002
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#define MARIO_RIGHT_SIDE_DETECT 0x20000003
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#endif
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