remaking entire collsion system
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+10
-9
@@ -27,8 +27,9 @@ class Object
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{
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public:
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Object(ObjectData data);
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CollisionDir find_intersection(Object& entity);
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// CollisionDir find_intersection(Object& entity);
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float find_horizontal_difference_from_interesection(Object& entity);
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float find_intersection(Object &entity);
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sf::RectangleShape rect;
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};
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@@ -62,17 +63,17 @@ class Player : public Entity
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void update_bounding_box();
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int check_bounding_box(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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void handle_movment(Timer& dash);
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void handle_movment(Timer& dash, std::array<std::array<std::unique_ptr<Object>, 19>, 13> &tilemap);
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void handle_gravity();
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bool get_jumping();
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void horizontal_no_out_of_bounds();
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void vertical_no_out_of_bounds(Entity& base);
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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_top_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_bottom_collision(
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std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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void vertical_no_out_of_bounds();
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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_top_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_bottom_collision(
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// std::array<std::array<std::unique_ptr<Object>, MAX_COLS>, MAX_ROWS>& tilemap);
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private:
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sf::Vector2f _min_velocity { 0, 0 };
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