changes
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+34
-60
@@ -1,9 +1,9 @@
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#ifndef PLAYER_HPP
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#define PLAYER_HPP
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#include "data.hpp"
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#include "globals.hpp"
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#include "scheduler.hpp"
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#include "data.hpp"
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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@@ -11,74 +11,48 @@
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enum class CollisionDir { None, Left, Right, Top, Bottom };
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class Entity;
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class Wall;
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class Object;
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class Player;
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class Wall {
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public:
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Wall(ObjectData data);
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ObjectData data;
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sf::Vector2<float> size;
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sf::Vector2<float> pos;
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sf::Color interior_color;
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sf::Color exterior_color;
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float edge;
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CollisionDir find_intersection(Entity& entity);
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sf::RectangleShape rect;
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class Object {
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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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sf::RectangleShape rect;
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};
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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,
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sf::Color inside_color = sf::Color::Black, sf::Color border_color = sf::Color::White);
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class Entity : public Object {
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public:
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Entity(EntityData data) : Object(data), _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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sf::Vector2<float> get_velocity();
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CollisionDir find_intersection(Wall& 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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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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protected:
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sf::Vector2f _velocity;
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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,
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float gravity, float max_acceleration, float dash_distance, sf::Color inside_color,
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public:
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Player(PlayerData data, float gravity) : Entity(data), dash_length(data.dash_length), max_vertical_acceleration(data.max_vertical_acceleration), gravity(gravity) {};
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float max_vertical_acceleration;
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float dash_length;
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float gravity;
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bool m_jumping { false };
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bool m_dash { false };
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void handle_movment(Timer& dash);
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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(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_top_collision(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_bottom_collision(std::array<std::array<Object*, MAX_COLS>, MAX_ROWS>);
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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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bool m_jumping;
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bool m_dash;
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void handle_movment(Timer &dash);
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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(std::array<std::array<Wall*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_top_collision(std::array<std::array<Wall*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_bottom_collision(std::array<std::array<Wall*, 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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struct player_data {
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sf::Vector2<float> size { TILESIZE / 2.0f, TILESIZE / 2.0f };
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sf::Vector2<float> pos { TILESIZE, TILESIZE };
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float max_velocity_y { 15.0f };
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float border_size { -1.0f };
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float dash_distance { 20.0f };
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sf::Vector2f velocity { 3.0f, 0 };
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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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#endif
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