data driving walls
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@@ -0,0 +1,26 @@
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#ifndef DATA_HPP
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#define DATA_HPP
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#include "globals.hpp"
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <vector>
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class ObjectData {
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public:
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sf::Vector2<float> size = { TILESIZE, TILESIZE };
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sf::Vector2<float> pos = { TILESIZE, TILESIZE };
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sf::Color interior_color = sf::Color::Black;
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sf::Color exterior_color = sf::Color::White;
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float edge = -2.0f;
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};
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class EntityData : public ObjectData {
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public:
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sf::Vector2<float> velocity;
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};
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extern std::vector<ObjectData> object_data;
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#endif // DATA_HPP
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+33
-14
@@ -3,25 +3,44 @@
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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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#include <SFML/System/Vector2.hpp>
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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 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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};
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class Entity {
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public:
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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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CollisionDir find_intersection(Entity& entity);
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sf::Color inside_color = sf::Color::Black, sf::Color border_color = sf::Color::White);
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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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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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@@ -29,26 +48,26 @@ class Entity {
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};
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class Player : public Entity {
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public:
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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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sf::Color border_color);
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float gravity, float max_acceleration, float dash_distance, sf::Color inside_color,
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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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Times timers;
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void handle_movment();
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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(Entity& base);
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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<Entity*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_top_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
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bool get_vertical_bottom_collision(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>);
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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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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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+5
-2
@@ -1,10 +1,13 @@
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#ifndef GLOBALS_HPP
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#define GLOBALS_HPP
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#define TILESIZE 32
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#define MAX_COLS 8 // 19 cols
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#define MAX_ROWS 8 // 13 rows
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#define MAX_COLS 19 // 19 cols
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#define MAX_ROWS 13 // 13 rows
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#define WIDTH TILESIZE * MAX_COLS
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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 dash_cooldown .5
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#define level_switch_cooldown_max 1
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#endif
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+14
-5
@@ -8,13 +8,22 @@
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#include <array>
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struct Level {
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char data[MAX_ROWS][MAX_COLS];
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std::array<std::array<char, MAX_COLS>, MAX_ROWS> data;
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std::string name;
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};
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extern Level levels[];
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extern const char map[MAX_ROWS][MAX_COLS];
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class Manager {
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public:
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void clear_map();
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void load_map(const std::array<std::array<char, MAX_COLS>, MAX_ROWS> map_data);
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int get_current_level();
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void set_current_level(int level);
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std::array<std::array<Wall*, MAX_COLS>, MAX_ROWS> wall_list = {};
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private:
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int current_level = 1;
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};
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extern std::vector<Level> levels;
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void clear_map(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>& wall_list);
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void load_map(std::array<std::array<Entity*, MAX_COLS>, MAX_ROWS>& wall_list, const char map_data[MAX_ROWS][MAX_COLS]);
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#endif
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+21
-7
@@ -1,14 +1,28 @@
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#ifndef SCHEDULER_HPP
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#define SCHEDULER_HPP
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struct Times {
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float dash_cooldown { 0 };
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float dash_cooldown_max { .5 };
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float level_switch_cooldown { 0 };
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float level_switch_cooldown_max { 1 };
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#include <ctime>
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#include <string>
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#include <vector>
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class Timer {
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public:
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Timer(std::string name, float max_time) : name(name), max_time(max_time) {};
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bool below_or_zero();
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float get_time();
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std::string get_name();
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void reset();
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void update();
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private:
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float time = 0;
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const float max_time;
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const std::string name;
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};
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struct Timer {
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void update_timers(bool& running, Times& times);
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struct Scheduler {
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std::vector<Timer> timers;
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void update(bool& running, std::vector<Timer>& times);
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int pull(std::vector<Timer>& times, std::string name);
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};
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#endif
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