udpated SDL_GetTicks() to SDL_GetTicks64()
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@ -14,6 +14,7 @@
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#include "PlayerController.h"
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#include "../assetmgr/AssetManager.h"
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#include "ColliderComponent.h"
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#include <cmath>
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// #include "../game/Vector2D.h"
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class KeyboardController : public Component
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@ -79,19 +80,25 @@ public:
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// printf("lastSafePos .x: %g .y: %g \n",transform->lastSafePos.x,transform->lastSafePos.y);
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// Game::pTileX
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// if(transform->position.x>0){
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// ====== For Each Row ====
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// for (int r=Game::pTileY-1;r<=Game::pTileY+1;r++){
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// ====== For Each Tile (Column) =====
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// for (int c=Game::pTileX;c>Game::pTileX-Game::camera.w;c--){
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//
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//
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// }
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// }
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transform->velocity.x = -1;
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// if(Game::playerIsGrounded){
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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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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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transform->velocity.x = -1;
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sprite->Play("Walk");
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// }
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sprite->spriteFlip = SDL_FLIP_NONE;
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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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}
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break;
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@ -24,7 +24,7 @@ public:
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int height = 40;
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int width = 30;
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int scale = 1;
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int speed = 2;
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int speed = 1;
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TransformComponent()
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{
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@ -54,6 +54,16 @@ public:
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speed = speed*sc;
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}
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TransformComponent(int x, int y, int w, int h, int sc, int spd)
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{
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position.x = x;
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position.y = y;
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width = w;
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height = h;
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scale = sc;
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speed = spd*sc;
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}
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void init() override
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{
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velocity.Zero();
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