mini optimization to make making entities easier
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+6
-2
@@ -12,16 +12,20 @@
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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, float velocity_x, sf::Color inside_color, sf::Color border_color) {
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Entity::Entity(sf::Vector2<float> size, sf::Vector2<float> starting_position, float 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.setFillColor(inside_color);
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rect.setOutlineColor(border_color);
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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, float velocity_x, sf::Color inside_color, sf::Color border_color) : Entity(size, starting_position, 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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m_velocity.x = velocity_x;
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m_thickness = thickness;
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}
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void Player::handle_movment() {
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+3
-3
@@ -67,12 +67,12 @@ int main() {
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player.m_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 - player.m_thickness;
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float right_border = WIDTH - player.rect.getSize().x - player.rect.getOutlineThickness();
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if(player.rect.getPosition().x > right_border) {
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player.rect.setPosition({ right_border, player.rect.getPosition().y});
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}
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if(player.rect.getPosition().x < player.m_thickness) {
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player.rect.setPosition({ player.m_thickness, player.rect.getPosition().y});
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if(player.rect.getPosition().x < player.rect.getOutlineThickness()) {
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player.rect.setPosition({ player.rect.getOutlineThickness(), player.rect.getPosition().y});
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}
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// if(rect.getGlobalBounds().findIntersection(player.rect.getGlobalBounds())) {
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// vel_y = -20.0f;
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