game/mario/mario.cpp
2021-05-22 23:54:01 +02:00

94 lines
3.1 KiB
C++

#include "mario.hpp"
#include "global_vars.hpp"
#include "objectids.hpp"
#include "sprites.hpp"
Mario::Mario(const std::shared_ptr< SDLPP::Renderer > &renderer) : SDLPP::RectangleRender(0, 0, BLOCK_SIZE, BLOCK_SIZE, renderer, g_mario_texture, MARIO_STANDING_SRC) {
setAnimationFrames( MARIO_WALK_ANIM );
setId( MARIO_ID );
setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
setAnimationSpeed( 12.5 );
pauseAnimation();
setMovement( 0, 0 );
setMovementSpeed( 0.4 );
addCollision(
SDLPP::RectColider( 0.21, 0.85, 0.65, 0.25, MARIO_FLOOR_DETECT ) );
addCollision(
SDLPP::RectColider( 0, 0.1, 0.1, 0.8, MARIO_LEFT_SIDE_DETECT ) );
addCollision(
SDLPP::RectColider( 0.9, 0.1, 0.1, 0.8, MARIO_RIGHT_SIDE_DETECT ) );
setStatic( false );
}
void Mario::walkLeft() {
resumeAnimation();
addMovement( -side_movement, 0 );
if ( getMovement().getX() < 0 && faces_right ) {
flipHorizontally();
faces_right = false;
}
}
void Mario::walkRight() {
resumeAnimation();
addMovement( side_movement, 0 );
if ( getMovement().getX() > 0 && !faces_right ) {
flipHorizontally();
faces_right = true;
}
}
void Mario::setStanding() {
if ( getMovement().getX() == 0 ) {
pauseAnimation();
}
}
void Mario::handleVisitor(MarioVisitor &visitor, SDLPP::Vec2D<double> previous_position) {
// handle gravity
// TODO - https://haydnscarlett.wordpress.com/2020/07/30/marios-jump/
if (jumping) {
if(stop_jump && getPos().getY() - min_jump < 0.05) {
jumping = false;
resetMovementY();
} else if( getPos().getY() - max_jump < 0.05 ) {
std::cout << "jumping end" << std::endl;
std::cout << "MAX: " << max_jump << ", MY: " << getPos().getY() << std::endl;
jumping = false;
resetMovementY();
} else if ( getPos().getY() - slow_jump < 0.05 && getMovement().getY() < -1*jump_movement/5 ) {
std::cout << "Slowing down" << std::endl;
addMovement(0, jump_movement/50);
}
}
on_ground = visitor.isOnGround();
if ( !on_ground && !jumping ) {
setMovement( getMovement().getX(), fall_movement );
} else if(!jumping) {
resetMovementY();
setPos(getPos().getX(), visitor.getGroundY() - BLOCK_SIZE);
}
// make sure Mario isn't stuck inside a wall
if ( visitor.isStopped() ||
( !visitor.canGoLeft() && previous_position.getX() > getPos().getX() ) ||
( !visitor.canGoRight() && previous_position.getX() < getPos().getX() ) ) {
setPos( previous_position.getX(), getPos().getY() );
}
}
void Mario::jump() {
if(!on_ground)
return;
std::cout << "JUMP!" << std::endl;
jumping = true;
stop_jump = false;
max_jump = getPos().getY() - 3*BLOCK_SIZE;
min_jump = getPos().getY() - 1*BLOCK_SIZE;
slow_jump = getPos().getY() - 2*BLOCK_SIZE;
setMovement( getMovement().getX(), -jump_movement );
}
void Mario::stopJump() {
std::cout << "STOP JUMP!" << std::endl;
stop_jump = true;
}