61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
#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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