fixes and optimizations
This commit is contained in:
+21
-15
@@ -1,24 +1,27 @@
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#ifndef PLAYER_HPP
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#define PLAYER_HPP
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#include "globals.hpp"
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#include "scheduler.hpp"
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/System/Vector2.hpp>
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#include "scheduler.hpp"
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#include "globals.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> 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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public:
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Entity(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness,
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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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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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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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@@ -26,8 +29,10 @@ protected:
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};
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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> pos, sf::Vector2f velocity, float border_thickness, float gravity, float max_acceleration, float dash_distance, sf::Color inside_color, sf::Color border_color);
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public:
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Player(sf::Vector2<float> size, sf::Vector2<float> pos, sf::Vector2f velocity, float border_thickness,
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float gravity, float max_acceleration, float dash_distance, sf::Color inside_color,
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sf::Color border_color);
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float m_acceleration;
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float m_jump_strength;
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float m_dash_distance;
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@@ -37,13 +42,14 @@ public:
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void handle_movment();
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void handle_gravity();
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bool get_jumping();
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void horizontal_no_out_of_bounds(Entity &base);
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void vertical_no_out_of_bounds(Entity &base);
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bool get_horizontal_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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bool get_vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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bool get_vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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private:
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bool get_vertical_bottom_collision_by_offset(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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void horizontal_no_out_of_bounds(Entity& base);
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void vertical_no_out_of_bounds(Entity& base);
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bool get_horizontal_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_top_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_bottom_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
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private:
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bool get_vertical_bottom_collision_by_offset(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
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sf::Vector2f _min_velocity;
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};
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