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+37
-37
@@ -8,14 +8,11 @@
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <cstdlib>
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#include <iostream>
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#include <vector>
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#include "globals.hpp"
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#include "elements.hpp"
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#include "maps.hpp"
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int main() {
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// std::vector<Entity> wall_list = {};
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Entity *wall_list[MAX_ROWS][MAX_COLS] = {};
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struct {
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sf::Vector2<float> size { TILESIZE / 2.0f, TILESIZE / 2.0f };
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@@ -54,6 +51,7 @@ int main() {
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}
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}
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}
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for(int i = 0; i < MAX_ROWS; i++) {
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for(int j = 0; j < MAX_COLS; j++) {
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if(wall_list[i][j] != nullptr) {
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@@ -63,9 +61,9 @@ int main() {
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}
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Player player {
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player_data.size, player_data.pos, player_data.acceleration,
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player_data.max_velocity_y, player_data.border_size, player_data.velocity,
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sf::Color::Black
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player_data.size, player_data.pos, player_data.velocity,
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player_data.border_size, player_data.acceleration, player_data.max_velocity_y,
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sf::Color::Black, sf::Color::White
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};
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Entity line { line_data.size, line_data.pos, line_data.velocity, line_data.border_size, sf::Color::White };
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@@ -87,29 +85,29 @@ int main() {
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// FOR TESTING
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space)) {
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if(test_square.rect.getPosition().x < 30) {
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test_square.velocity = { 20, 0 };
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test_square.set_velocity({ 20, 0 });
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}
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if(test_square.rect.getPosition().x > WIDTH - 30) {
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test_square.velocity = { -20, 0 };
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test_square.set_velocity({ -20, 0 });
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}
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}
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player.handle_movment();
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player.velocity.y += player.m_acceleration;
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player.rect.move({0, player.velocity.y});
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player.set_velocity_y(player.get_velocity().y + player.m_acceleration);
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player.rect.move({0, player.get_velocity().y});
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test_square.velocity.y++;
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if(test_square.velocity.x > 0) {
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test_square.velocity.x--;
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test_square.set_velocity_y(player.get_velocity().y + 1);
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if(test_square.get_velocity().x > 0) {
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test_square.set_velocity_x(test_square.get_velocity().x - 1);
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}
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if(test_square.velocity.x < 0) {
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test_square.velocity.x++;
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if(test_square.get_velocity().x < 0) {
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test_square.set_velocity_x(test_square.get_velocity().x + 1);
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}
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test_square.rect.move({ test_square.velocity.x, test_square.velocity.y });
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test_square.rect.move({ test_square.get_velocity().x, test_square.get_velocity().y });
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float groundY = line.rect.getPosition().y - line.rect.getSize().y - player.rect.getSize().y - line_data.border_size - player_data.border_size;
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if (player.rect.getPosition().y >= groundY) {
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player.rect.setPosition({player.rect.getPosition().x, groundY});
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player.velocity.y = 0;
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player.set_velocity_y(0);
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player.m_jumping = false;
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}
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float right_border = WIDTH - player.rect.getSize().x;
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@@ -124,11 +122,11 @@ int main() {
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float groundY_rect = line.rect.getPosition().y - line.rect.getSize().y - test_square.rect.getSize().y - line_data.border_size - simulated_data.border_size;
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if(test_square.rect.getPosition().x > right_border_rect) {
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test_square.rect.setPosition({ right_border_rect, test_square.rect.getPosition().y });
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test_square.velocity = { -20, 0 };
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test_square.set_velocity({ -20, 0 });
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}
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if(test_square.rect.getPosition().x < std::abs(test_square.rect.getOutlineThickness())) {
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test_square.rect.setPosition({ 0, test_square.rect.getPosition().y });
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test_square.velocity = { 20, 0 };
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test_square.set_velocity({ 20, 0 });
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}
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if(test_square.rect.getPosition().y >= groundY_rect) {
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test_square.rect.setPosition({ test_square.rect.getPosition().x, groundY_rect });
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@@ -137,39 +135,41 @@ int main() {
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auto collision = player.find_intersection(test_square);
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switch (collision) {
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case CollisionDir::Top:
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test_square.velocity = { 0, -20 };
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test_square.set_velocity({ 0, -20 });
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break;
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case CollisionDir::Bottom:
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test_square.velocity = { 0, -20 };
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test_square.set_velocity({ 0, -20 });
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break;
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case CollisionDir::Left:
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test_square.velocity = { -20, 0 };
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test_square.set_velocity({ -20, 0 });
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break;
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case CollisionDir::Right:
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test_square.velocity = { 20, 0 };
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test_square.set_velocity({ 20, 0 });
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break;
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default: break;
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}
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// for(int i = 0; i < MAX_ROWS; i++) {
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// for(int j = 0; j < MAX_COLS; j++) {
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// auto collision = player.find_intersection(*wall_list[i][j]);
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// if(wall_list[i][j] == nullptr) continue;
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// auto collision = wall_list[i][j]->find_intersection(player);
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// switch (collision) {
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// case CollisionDir::Top:
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// player.velocity = { player.velocity.x, -player.velocity.y };
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// player.velocity = { player.velocity.x, 0 };
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// player.velocity.y -= player.m_acceleration;
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// break;
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// case CollisionDir::Bottom:
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// player.velocity = { player.velocity.x, -player.velocity.y };
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// break;
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// case CollisionDir::Left:
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// player.velocity = { player.velocity.x, 0 };
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// break;
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// case CollisionDir::Right:
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// player.velocity = { player.velocity.x, 0 };
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// break;
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// default: break;
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// }
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//
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// }
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// player.velocity = { player.velocity.x, 0 };
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// break;
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// case CollisionDir::Left:
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// player.velocity = { player.velocity.x, 0 };
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// break;
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// case CollisionDir::Right:
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// player.velocity = { player.velocity.x, 0 };
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// break;
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// default: break;
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// }
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//
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// }
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// }
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for(int i = 0; i < MAX_ROWS; i++) {
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