Mario: custom mario class
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parent
0358aa36c7
commit
d9a88f2de2
@ -17,7 +17,7 @@ OUTPUTFLAG = -o
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endif
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COMMON_OBJECTS = blocks.${OBJEXT} global_vars.${OBJEXT} sprites.${OBJEXT} maploader.${OBJEXT}
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MARIO_OBJECTS = mario.${OBJEXT} mario_visitor.${OBJEXT} ${COMMON_OBJECTS}
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MARIO_OBJECTS = main.${OBJEXT} mario_visitor.${OBJEXT} mario.${OBJEXT} ${COMMON_OBJECTS}
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EDITOR_OBJECTS = editor.${OBJEXT} edit_box.${OBJEXT} tool_box.${OBJEXT} editor_visitor.${OBJEXT} ${COMMON_OBJECTS}
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ifeq ($(UNAME_S),Linux)
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@ -47,7 +47,7 @@ editor: ${EDITOR_OBJECTS}
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$(CXX) $(CXXFLAGS) -o $@ $^ ${LDFLAGS} -L $(shell pwd) -lsdlpp
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endif
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mario.${OBJEXT}: main.cpp ../sdlpp/sdlpp.hpp sprites.hpp
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main.${OBJEXT}: main.cpp ../sdlpp/sdlpp.hpp sprites.hpp
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$(CXX) $(CXXFLAGS) -c ${OUTPUTFLAG}$@ $<
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blocks.${OBJEXT}: blocks.cpp ../sdlpp/sdlpp.hpp blocks.hpp sprites.hpp
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$(CXX) $(CXXFLAGS) -c ${OUTPUTFLAG}$@ $<
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@ -67,6 +67,8 @@ tool_box.${OBJEXT}: tool_box.cpp ../sdlpp/sdlpp.hpp sprites.hpp tool_box.hpp
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$(CXX) $(CXXFLAGS) -c ${OUTPUTFLAG}$@ $<
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editor_visitor.${OBJEXT}: editor_visitor.cpp ../sdlpp/sdlpp.hpp sprites.hpp editor_visitor.hpp
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$(CXX) $(CXXFLAGS) -c ${OUTPUTFLAG}$@ $<
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mario.${OBJEXT}: mario.cpp ../sdlpp/sdlpp.hpp mario.hpp global_vars.hpp objectids.hpp sprites.hpp ../sdlpp/sdlpp_rectrenderer.hpp
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$(CXX) $(CXXFLAGS) -c ${OUTPUTFLAG}$@ $<
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libsdlpp.so: ../sdlpp
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$(MAKE) clean -C ../sdlpp
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$(MAKE) -C ../sdlpp
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@ -15,22 +15,12 @@
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#include "blocks.hpp"
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#include "maploader.hpp"
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#include "mario_visitor.hpp"
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#define SIDE_MOVEMENT 0.8
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#define FALL_MOVEMENT 1
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#include "mario.hpp"
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bool quit = false;
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std::shared_ptr< SDLPP::RectangleRender > mario = nullptr;
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std::shared_ptr< SDLPP::Texture > mario_texture = nullptr;
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std::shared_ptr< Mario > mario = nullptr;
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std::shared_ptr< SDLPP::RectangleRender > leftStop = nullptr;
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std::shared_ptr< SDLPP::Renderer > renderer = nullptr;
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bool mario_facing_right = true;
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void setMarioStanding() {
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if ( mario->getMovement().getX() == 0 ) {
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mario->pauseAnimation();
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}
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}
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void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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switch ( key ) {
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@ -38,20 +28,10 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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quit = true;
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break;
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case SDLK_a:
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mario->resumeAnimation();
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mario->addMovement( -SIDE_MOVEMENT, 0 );
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if ( mario->getMovement().getX() < 0 && mario_facing_right ) {
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mario->flipHorizontally();
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mario_facing_right = false;
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}
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mario->walkLeft();
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break;
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case SDLK_d:
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mario->resumeAnimation();
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mario->addMovement( SIDE_MOVEMENT, 0 );
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if ( mario->getMovement().getX() > 0 && !mario_facing_right ) {
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mario->flipHorizontally();
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mario_facing_right = true;
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}
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mario->walkRight();
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break;
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case SDLK_SPACE:
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case SDLK_w:
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@ -69,20 +49,10 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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void handleKeyUp( SDL_Keycode key ) {
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switch ( key ) {
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case SDLK_a:
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mario->resumeAnimation();
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mario->addMovement( SIDE_MOVEMENT, 0 );
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if ( mario->getMovement().getX() > 0 && !mario_facing_right ) {
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mario->flipHorizontally();
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mario_facing_right = true;
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}
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mario->walkRight();
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break;
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case SDLK_d:
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mario->resumeAnimation();
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mario->addMovement( -SIDE_MOVEMENT, 0 );
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if ( mario->getMovement().getX() < 0 && mario_facing_right ) {
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mario->flipHorizontally();
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mario_facing_right = false;
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}
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mario->walkLeft();
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break;
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case SDLK_w:
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case SDLK_s:
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@ -152,17 +122,9 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
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if ( mv.isDead() ) {
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quit = true;
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}
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if ( !mv.isOnGround() ) {
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mario->setMovement( mario->getMovement().getX(), FALL_MOVEMENT );
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} else {
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mario->resetMovementY();
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mario->setPos(mario->getPos().getX(), mv.getGroundY() - BLOCK_SIZE);
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}
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if ( mv.isStopped() ||
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( !mv.canGoLeft() && prevPos.getX() > mario->getPos().getX() ) ||
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( !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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mario->handleVisitor(mv, prevPos);
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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 width = scene->getWidth();
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auto rightBarrier = width * 0.7;
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@ -199,26 +161,10 @@ int main() {
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bg->setStatic();
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bg->setId( 1 );
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scene->addObject( bg );
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mario_texture = std::make_shared< SDLPP::Texture >(
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g_mario_texture = std::make_shared< SDLPP::Texture >(
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renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY );
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mario = std::make_shared< SDLPP::RectangleRender >(
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0, 0, BLOCK_SIZE, BLOCK_SIZE, renderer, mario_texture,
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MARIO_STANDING_SRC );
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mario->setAnimationFrames( MARIO_WALK_ANIM );
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mario->setId( 2 );
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mario->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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mario->setAnimationSpeed( 12.5 );
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mario->pauseAnimation();
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mario->setMovement( 0, 0 );
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mario->setMovementSpeed( 0.4 );
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mario->addCollision(
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SDLPP::RectColider( 0.21, 0.85, 0.65, 0.25, MARIO_FLOOR_DETECT ) );
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mario->addCollision(
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SDLPP::RectColider( 0, 0.1, 0.1, 0.8, MARIO_LEFT_SIDE_DETECT ) );
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mario->addCollision(
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SDLPP::RectColider( 0.9, 0.1, 0.1, 0.8, MARIO_RIGHT_SIDE_DETECT ) );
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mario->setStatic( false );
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scene->addObject( mario );
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mario = std::make_shared< Mario >(renderer);
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scene->addObject(mario);
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auto defeat =
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std::make_shared< SDLPP::RectangleRender >( 0, 1.01, 0, 0, renderer );
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@ -256,7 +202,7 @@ int main() {
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while ( !quit ) {
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SDL_PumpEvents();
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SDL_framerateDelay( &gFPS );
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setMarioStanding();
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mario->setStanding();
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scene->renderScene();
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renderer->presentRenderer();
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frames++;
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60
mario/mario.cpp
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60
mario/mario.cpp
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@ -0,0 +1,60 @@
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#include "mario.hpp"
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#include "global_vars.hpp"
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#include "objectids.hpp"
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#include "sprites.hpp"
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Mario::Mario(const std::shared_ptr< SDLPP::Renderer > &renderer) : SDLPP::RectangleRender(0, 0, BLOCK_SIZE, BLOCK_SIZE, renderer, g_mario_texture, MARIO_STANDING_SRC) {
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setAnimationFrames( MARIO_WALK_ANIM );
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setId( MARIO_ID );
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setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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setAnimationSpeed( 12.5 );
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pauseAnimation();
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setMovement( 0, 0 );
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setMovementSpeed( 0.4 );
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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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addCollision(
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SDLPP::RectColider( 0, 0.1, 0.1, 0.8, MARIO_LEFT_SIDE_DETECT ) );
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addCollision(
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SDLPP::RectColider( 0.9, 0.1, 0.1, 0.8, MARIO_RIGHT_SIDE_DETECT ) );
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setStatic( false );
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}
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void Mario::walkLeft() {
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resumeAnimation();
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addMovement( -side_movement, 0 );
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if ( getMovement().getX() < 0 && faces_right ) {
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flipHorizontally();
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faces_right = false;
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}
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}
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void Mario::walkRight() {
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resumeAnimation();
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addMovement( side_movement, 0 );
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if ( getMovement().getX() > 0 && !faces_right ) {
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flipHorizontally();
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faces_right = true;
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}
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}
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void Mario::setStanding() {
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if ( getMovement().getX() == 0 ) {
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pauseAnimation();
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}
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}
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void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_position) {
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// handle gravity
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if ( !visitor.isOnGround() ) {
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setMovement( getMovement().getX(), fall_movement );
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} else {
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resetMovementY();
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setPos(getPos().getX(), visitor.getGroundY() - BLOCK_SIZE);
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}
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// make sure Mario isn't stuck inside a wall
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if ( visitor.isStopped() ||
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( !visitor.canGoLeft() && previous_position.getX() > getPos().getX() ) ||
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( !visitor.canGoRight() && previous_position.getX() < getPos().getX() ) ) {
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setPos( previous_position.getX(), getPos().getY() );
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}
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}
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20
mario/mario.hpp
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20
mario/mario.hpp
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@ -0,0 +1,20 @@
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#ifndef MARIO_H
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#define MARIO_H
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#include "../sdlpp/sdlpp_rectrenderer.hpp"
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#include "mario_visitor.hpp"
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class Mario : public SDLPP::RectangleRender {
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public:
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Mario(const std::shared_ptr< SDLPP::Renderer > &renderer);
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void walkLeft();
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void walkRight();
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void setStanding();
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void handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_position);
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private:
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bool faces_right = true;
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double side_movement = 0.8;
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double fall_movement = 1;
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};
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#endif
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