COLLISION AFTER YEARS IS FIXED. THANKS AI
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-2
@@ -40,9 +40,10 @@ struct PlayerData
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const float max_vertical_acceleration { 0.0f };
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};
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struct LevelData
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struct MapData
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{
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const char data[MAX_ROWS][MAX_COLS + 1];
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// const char data[MAX_ROWS * MAX_COLS + 1];
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};
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struct TimerData
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@@ -53,7 +54,7 @@ struct TimerData
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extern const std::vector<ObjectData> object_data;
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extern const std::vector<EntityData> entity_data;
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extern const std::vector<LevelData> level_data;
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extern const std::vector<MapData> map_data;
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extern const std::vector<TimerData> timer_data;
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extern const PlayerData player_data;
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@@ -7,5 +7,7 @@
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#define HEIGHT TILESIZE * MAX_ROWS
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#define FPS 60
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#define GRAVITY 1
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#define FRICTION 1
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#define INVALID_NUMBER -1
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#endif
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@@ -13,12 +13,6 @@
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#include "globals.hpp"
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#include "scheduler.hpp"
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float
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total_distance(int k);
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float const
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distance_to_acceleration(int target);
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struct Object;
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class Entity;
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class Player;
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@@ -40,7 +34,8 @@ struct Object
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class Entity : public Object
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{
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public:
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Entity(EntityData data) : Object(data.object), _velocity(data.velocity) {};
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Entity(EntityData data)
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: Object(data.object), _velocity(data.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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@@ -56,24 +51,16 @@ class Player : public Entity
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Player(PlayerData data)
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: Entity(data.entity),
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max_dash_acceleration(data.max_dash_acceleration),
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max_vertical_acceleration(data.max_vertical_acceleration)
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{
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bounding_box.rect.setSize(
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{ total_distance(max_dash_acceleration),
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data.entity.object.size.y });
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};
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max_vertical_acceleration(data.max_vertical_acceleration) {};
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Object bounding_box { object_data[1] };
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float max_vertical_acceleration;
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float max_dash_acceleration;
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bool m_jumping { false };
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void handle_bounding_box(std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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void handle_movment(std::optional<Timer*> dash);
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void handle_gravity();
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bool get_horizontal_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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bool get_vertical_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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void handle_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>&
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tilemap);
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private:
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std::string direction { "left" };
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@@ -6,23 +6,24 @@
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#include <memory>
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#include "data.hpp"
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#include "elements.hpp"
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#include "globals.hpp"
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#include "graphics.hpp"
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class Manager
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class Renderer
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{
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public:
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public:
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void clear();
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void load(LevelData level);
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int load(MapData level);
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const void draw(sf::RenderWindow& window);
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void set_next();
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void set_previous();
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void set_active(int level);
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const int get_active();
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS> tilemap = {};
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void set_map(int level);
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const int get_map();
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>
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tilemap = {};
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private:
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int _active = 1;
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private:
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int _map = 1;
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};
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#endif
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