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@@ -5,16 +5,19 @@
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/System/Vector2.hpp>
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enum class CollisionDir { None, Left, Right, Top, Bottom };
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class Entity {
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public:
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Entity(sf::Vector2<float> size, sf::Vector2<float> starting_position, sf::Vector2f initial_velocity, float thickness, sf::Color inside_color, sf::Color border_color = sf::Color::White);
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Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, sf::Color inside_color = sf::Color::Black, sf::Color border_color = sf::Color::White);
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CollisionDir find_intersection(Entity &entity);
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sf::Vector2f velocity;
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void set_velocity(sf::Vector2f velocity);
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void set_velocity_x(int velocity);
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void set_velocity_y(int velocity);
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sf::Vector2<float> get_velocity();
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sf::RectangleShape rect;
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protected:
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sf::Vector2f _velocity;
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sf::Color _inside_color;
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sf::Color _border_color;
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float _border_thickness;
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@@ -22,12 +25,11 @@ protected:
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class Player : public Entity {
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public:
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Player(sf::Vector2<float> size, sf::Vector2<float> starting_position, float acceleration, float initial_acceleration, float thickness, sf::Vector2f initial_velocity, sf::Color inside_color, sf::Color border_color = sf::Color::White);
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Player(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, float gravity, float max_acceleration, sf::Color inside_color, sf::Color border_color);
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float m_acceleration;
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float m_jump_strength;
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bool m_jumping;
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void handle_movment();
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sf::Vector2<float> get_velocity();
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bool get_jumping();
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};
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+26
-18
@@ -14,16 +14,29 @@
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*
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* */
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// CollisionDir Entity::getCollisionDirection(const sf::FloatRect& a, const sf::FloatRect& b) {
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Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> starting_position, sf::Vector2f initial_velocity, float thickness, sf::Color inside_color, sf::Color border_color) {
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Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, sf::Color inside_color, sf::Color border_color) {
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rect.setSize(size);
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rect.setPosition(starting_position);
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rect.setOutlineThickness(thickness); // Needs to be the same as floor height to be properly on the line; else it will just show up above the line or in the line
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rect.setPosition(pos);
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rect.setOutlineThickness(border_thickness);
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rect.setFillColor(inside_color);
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rect.setOutlineColor(border_color);
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velocity = initial_velocity;
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_velocity = velocity;
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}
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void Entity::set_velocity(sf::Vector2<float> velocity) {
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_velocity = velocity;
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}
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void Entity::set_velocity_x(int velocity) {
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_velocity.x = velocity;
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}
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void Entity::set_velocity_y(int velocity) {
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_velocity.y = velocity;
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}
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sf::Vector2<float> Entity::get_velocity() {
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return _velocity;
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}
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CollisionDir Entity::find_intersection(Entity &entity) {
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@@ -53,25 +66,20 @@ CollisionDir Entity::find_intersection(Entity &entity) {
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}
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}
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Player::Player(sf::Vector2<float> size, sf::Vector2<float> starting_position, float acceleration, float initial_acceleration, float thickness, sf::Vector2f initial_velocity, sf::Color inside_color, sf::Color border_color) : Entity(size, starting_position, initial_velocity, thickness, inside_color, border_color) {
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m_acceleration = acceleration;
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m_jump_strength = initial_acceleration;
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Player::Player(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness, float gravity, float max_acceleration, sf::Color inside_color, sf::Color border_color) : Entity(size, pos, velocity, border_thickness, inside_color, border_color) {
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m_acceleration = gravity;
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m_jump_strength = max_acceleration;
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}
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void Player::handle_movment() {
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) {
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rect.move({velocity.x, 0});
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rect.move({_velocity.x, 0});
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} if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
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rect.move({-velocity.x, 0});
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rect.move({-_velocity.x, 0});
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}
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// if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) {
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// rect.move({0, -2.5});
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// } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S)) {
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// rect.move({0, 2.5});
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// }
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space) && !m_jumping) {
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m_jumping = true;
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velocity.y = -m_jump_strength; // push up
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_velocity.y = -m_jump_strength; // push up
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}
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}
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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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