optimizing for loops and player collisions
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+17
-2
@@ -95,7 +95,22 @@ void Player::vertical_no_out_of_bounds(Entity &base) {
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}
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}
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bool Player::vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
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bool Player::get_horizontal_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
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for(auto [i, j] : std::views::cartesian_product(std::views::iota(0, MAX_ROWS), std::views::iota(0, MAX_COLS))) {
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if(wall_list[i][j] == nullptr) continue;
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auto collision = wall_list[i][j]->find_intersection(*this);
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if(collision == CollisionDir::None) continue;
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if(collision == CollisionDir::Left) {
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rect.setPosition({ wall_list[i][j]->rect.getPosition().x - rect.getSize().x, rect.getPosition().y });
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}
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if(collision == CollisionDir::Right) {
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rect.setPosition({ wall_list[i][j]->rect.getPosition().x + wall_list[i][j]->rect.getSize().x, rect.getPosition().y });
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}
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}
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return false;
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}
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bool Player::get_vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
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for(int i : std::views::iota(0, MAX_ROWS)) {
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for(int j : std::views::iota(0, MAX_COLS)) {
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if(wall_list[i][j] == nullptr) continue;
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@@ -111,7 +126,7 @@ bool Player::vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
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return false;
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}
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bool Player::vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
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bool Player::get_vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]) {
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for(int i : std::views::iota(0, MAX_ROWS)) {
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for(int j : std::views::iota(0, MAX_COLS)) {
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if(wall_list[i][j] == nullptr) continue;
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