maps are more efficient to make and run on memory
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@@ -4,6 +4,7 @@
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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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#include "scheduler.hpp"
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#include "globals.hpp"
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enum class CollisionDir { None, Left, Right, Top, Bottom };
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@@ -24,11 +25,6 @@ protected:
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float _border_thickness;
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};
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struct Player_timers {
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float dash_cooldown { 0 };
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float dash_cooldown_max { 5 };
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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, float gravity, float max_acceleration, float dash_distance, sf::Color inside_color, sf::Color border_color);
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@@ -37,7 +33,7 @@ public:
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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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Player_timers timers;
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Times timers;
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void handle_movment();
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void handle_gravity();
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bool get_jumping();
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+5
-2
@@ -4,7 +4,10 @@
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#include "globals.hpp"
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#include "elements.hpp"
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extern int map_data[MAX_ROWS][MAX_COLS];
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void merged_walls(Entity* wall_list[MAX_ROWS][MAX_COLS]);
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extern char test_level_0[MAX_ROWS][MAX_COLS];
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extern char test_level_1[MAX_ROWS][MAX_COLS];
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void clear_map(Entity* wall_list[MAX_ROWS][MAX_COLS]);
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void load_map(Entity* wall_list[MAX_ROWS][MAX_COLS], const char map_data[MAX_ROWS][MAX_COLS]);
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#endif
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@@ -1,7 +1,14 @@
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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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};
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struct Timer {
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void update_timers(bool &running, float &dash_timer);
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void update_timers(bool &running, Times ×);
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};
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#endif
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