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@ -18,22 +18,103 @@ Map::Map() { |
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this->tileSet = new TileSet(); |
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this->tileSet = new TileSet(); |
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} |
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} |
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void Map::RenderGround(sf::RenderWindow* window) { |
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void Map::CheckCollision(sf::RenderWindow *window, Entity *entity) { |
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// Get check section
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sf::Vector2f checkWidth = sf::Vector2f( |
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(int)entity->getPosition().x / this->tileSet->tileWidth, |
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(int)entity->getPosition().x / this->tileSet->tileWidth + 3 |
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); |
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sf::Vector2f checkHeight = sf::Vector2f( |
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(int)entity->getPosition().y / this->tileSet->tileWidth, |
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(int)entity->getPosition().y / this->tileSet->tileWidth + 3 |
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); |
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// Check collision
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int index; |
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bool collided = false; |
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for (int y = checkHeight.x; y < checkHeight.y; y++) { |
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for (int x = checkWidth.x; x < checkWidth.y; x++) { |
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index = this->collision->data[y][x]; |
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// If collision tile
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if(index != 0) { |
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if (entity->getGlobalBounds().intersects(sf::FloatRect(x * this->tileSet->tileWidth, |
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y * this->tileSet->tileHeight, |
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this->tileSet->tileWidth, |
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this->tileSet->tileHeight))) { |
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collided = true; |
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} |
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} |
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} |
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} |
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// Move back if entity collided)
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if(collided) { |
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// DOWN_RIGHT
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if(entity->velocity.x > 0 |
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&& entity->velocity.y > 0) { |
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entity->velocity.x -= entity->velocity.x * 2; |
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entity->velocity.y = 0; |
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} |
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// UP_RIGHT
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else if(entity->velocity.x > 0 |
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&& entity->velocity.y < 0) { |
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entity->velocity.x = 0; |
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entity->velocity.y -= entity->velocity.y * 2; |
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} |
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// UP_LEFT
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else if(entity->velocity.x < 0 |
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&& entity->velocity.y < 0) { |
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entity->velocity.x = 0; |
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entity->velocity.y -= entity->velocity.y * 2; |
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} |
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// DOWN_LEFT
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else if(entity->velocity.x < 0 |
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&& entity->velocity.y > 0) { |
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entity->velocity.x -= entity->velocity.x * 2; |
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entity->velocity.y = 0; |
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} |
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// RIGHT
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else if(entity->velocity.x > 0) { |
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entity->velocity.x -= entity->velocity.x * 2; |
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} |
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// LEFT
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else if(entity->velocity.x < 0) { |
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entity->velocity.x -= entity->velocity.x * 2; |
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} |
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// DOWN
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else if(entity->velocity.y > 0) { |
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entity->velocity.y -= entity->velocity.y * 2; |
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} |
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// UP
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else if(entity->velocity.y < 0) { |
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entity->velocity.y -= entity->velocity.y * 2; |
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} |
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entity->move(entity->velocity.x, entity->velocity.y); |
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} |
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} |
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void Map::RenderGround(sf::RenderWindow *window) { |
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Layer* layer = this->ground1; |
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Layer* layer = this->ground1; |
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this->Render(window, layer); |
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this->Render(window, layer); |
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} |
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} |
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void Map::RenderAbove(sf::RenderWindow* window) { |
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void Map::RenderAbove(sf::RenderWindow *window) { |
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Layer* layer = this->above1; |
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Layer* layer = this->above1; |
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this->Render(window, layer); |
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this->Render(window, layer); |
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} |
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} |
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void Map::Render(sf::RenderWindow* window, Layer *layer) { |
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void Map::Render(sf::RenderWindow *window, Layer *layer) { |
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// Get render section
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// Get render section
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sf::Vector2f renderWidth = sf::Vector2f((window->getView().getCenter().x - window->getSize().x / 2) / this->tilewidth, |
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sf::Vector2f renderWidth = sf::Vector2f( |
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(window->getView().getCenter().x + window->getSize().x / 2) / this->tilewidth); |
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(window->getView().getCenter().x - window->getSize().x / 2) / this->tileWidth, |
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sf::Vector2f renderHeight = sf::Vector2f((window->getView().getCenter().y - window->getSize().y / 2) / this->tileheight, |
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(window->getView().getCenter().x + window->getSize().x / 2) / this->tileWidth |
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(window->getView().getCenter().y + window->getSize().y / 2) / this->tileheight); |
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); |
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sf::Vector2f renderHeight = sf::Vector2f( |
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(window->getView().getCenter().y - window->getSize().y / 2) / this->tileHeight, |
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(window->getView().getCenter().y + window->getSize().y / 2) / this->tileHeight |
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); |
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// Render map
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// Render map
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int index; |
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int index; |
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