updates to spritecomp and keyboard ctrlr
This commit is contained in:
@ -42,25 +42,25 @@ public:
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{
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switch (Game::event.key.keysym.sym)
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{
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case SDLK_UP:
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case SDLK_w:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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// if(transform->position.y>0){
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// ====== Get Player.yTile and scan column up ScreenTilesHeight/2 on Player.xTile-1, Player.xTile, and Player.xTile+1 return first hit that is > 0 for each row.
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// transform->tilePos.x
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transform->velocity.y = -1;
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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sprite->Play("move-n");
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// }
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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_DOWN:
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case SDLK_s:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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if(transform->position.y<Game::levelMap.h){
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transform->velocity.y = 1;
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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sprite->Play("move-s");
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// }
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int *borders;
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borders = Game::predictCollisions();
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@ -68,12 +68,12 @@ public:
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}
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}
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break;
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case SDLK_LEFT:
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case SDLK_a:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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if(transform->position.x>Game::levelMap.x){
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transform->velocity.x = -1;
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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sprite->Play("move-w");
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// }
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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@ -112,7 +112,7 @@ public:
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}*/
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}
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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// &entity->getComponent<PlayerController>().setLastSafePos(Vector2D(transform->position.x,transform->position.y));
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// playerCtrl->lastSafePosition.x = transform->position.x;
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@ -124,7 +124,7 @@ public:
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if(transform->position.x<Game::levelMap.w){
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transform->velocity.x = 1;
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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sprite->Play("move-w");
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// }
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sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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}
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@ -167,7 +167,7 @@ public:
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}
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// transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
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Game::gravityOnPlayer = true;
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sprite->Play("Jump");
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// sprite->Play("Jump");
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transform->velocity.y = -2;
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}
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}
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@ -189,10 +189,10 @@ public:
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{
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switch (Game::event.key.keysym.sym)
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{
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case SDLK_LEFT:
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case SDLK_a:
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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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sprite->Play("move-w");
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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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@ -200,29 +200,29 @@ public:
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// }
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}
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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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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sprite->Play("move-w");
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// if (!Game::gravityOnPlayer){
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// Game::gravityOnPlayer = true;
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// }
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}
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break;
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case SDLK_UP:
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case SDLK_w:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.y = 0;
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sprite->Play("Idle");
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sprite->Play("move-n");
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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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// }
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}
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break;
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case SDLK_DOWN:
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case SDLK_s:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.y = 0;
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sprite->Play("Idle");
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sprite->Play("move-s");
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// if (!Game::gravityOnPlayer){
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// Game::gravityOnPlayer = true;
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// }
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@ -249,13 +249,13 @@ public:
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// break;
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case SDLK_k:
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break;
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case SDLK_j:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.y = 0;
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sprite->Play("Fall");
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Game::gravityOnPlayer = true;
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}
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break;
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// case SDLK_j:
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// if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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// transform->velocity.y = 0;
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// sprite->Play("Fall");
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// Game::gravityOnPlayer = true;
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// }
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// break;
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case SDLK_u:
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break;
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case SDLK_i:
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