Before changing to static libraries
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@ -83,23 +83,26 @@ public:
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int *borders;
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borders = Game::predictCollisions();
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int max = borders[0];
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float max = borders[0];
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for (int b=0;b<3;b++){
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if (borders[b]>max){
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max = borders[b];
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}
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}
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int desiredMovement = std::abs(-1*transform->speed*transform->scale);
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int difference = transform->velocity.x-max*transform->scale;
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// if(difference>desiredMovement){
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float desiredMovement = -1*transform->speed*0.016; // 0.016 is the FrameTime from the Main.cpp core game loop. later, we will pass in the variable
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float difference = std::abs(max-transform->position.x);
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if(max*transform->scale<desiredMovement+transform->position.x){
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Game::playerIsGrounded = false;
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transform->velocity.x = -1;
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sprite->Play("Walk");
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sprite->spriteFlip = SDL_FLIP_NONE;
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// }else{
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// // transform->velocity.x = -difference/desiredMovement;
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// sprite->Play("Walk");
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// sprite->spriteFlip = SDL_FLIP_NONE;
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// }
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}else{
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// transform->velocity.x = -difference/desiredMovement;
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Game::playerIsGrounded = true;
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transform->velocity.x = 0;
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sprite->Play("Idle");
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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}
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break;
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case SDLK_RIGHT:
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@ -183,6 +186,7 @@ public:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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sprite->Play("Idle");
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Game::playerIsGrounded = false;
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// if (!Game::gravityOnPlayer){
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// Game::gravityOnPlayer = true;
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// // sprite->Play("Fall");
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