TileMaps now render each row correctly
This commit is contained in:
@ -41,11 +41,25 @@ 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_UP:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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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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// }
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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break;
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case SDLK_DOWN:
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case SDLK_DOWN:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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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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// }
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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break;
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case SDLK_LEFT:
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case SDLK_LEFT:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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// if (playerCtrl == NULL){
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// printf("No player controller found\n");
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@ -56,13 +70,13 @@ public:
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// transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
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// printf("lastSafePos .x: %g .y: %g \n",transform->lastSafePos.x,transform->lastSafePos.y);
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transform->velocity.x = -1;
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if(Game::playerIsGrounded){
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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}
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// }
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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break;
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case SDLK_RIGHT:
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case SDLK_RIGHT:
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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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@ -72,30 +86,30 @@ public:
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// =========
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// int intersectionTileX = collider->center.x;
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transform->velocity.x = 1;
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if(Game::playerIsGrounded){
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// if(Game::playerIsGrounded){
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sprite->Play("Walk");
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}
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// }
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sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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}
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break;
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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 = -1;
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if(Game::playerIsGrounded){
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sprite->Play("Walk");
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}
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sprite->spriteFlip = SDL_FLIP_NONE;
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}
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break;
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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 = 1;
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if(Game::playerIsGrounded){
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sprite->Play("Walk");
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}
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sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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}
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break;
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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 = -1;
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// if(Game::playerIsGrounded){
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// sprite->Play("Walk");
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// }
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// sprite->spriteFlip = SDL_FLIP_NONE;
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// }
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// break;
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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 = 1;
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// if(Game::playerIsGrounded){
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// sprite->Play("Walk");
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// }
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// sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
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// }
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// break;
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case SDLK_k:
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if (!Game::debugCollisionBoxes)
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{ Game::debugCollisionBoxes = true; }
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@ -137,44 +151,63 @@ 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_LEFT:
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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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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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// 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_RIGHT:
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case SDLK_RIGHT:
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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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if (!Game::gravityOnPlayer){
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Game::gravityOnPlayer = true;
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}
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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_a:
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case SDLK_UP:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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transform->velocity.y = 0;
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sprite->Play("Idle");
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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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// 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_d:
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case SDLK_DOWN:
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if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
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transform->velocity.x = 0;
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transform->velocity.y = 0;
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sprite->Play("Idle");
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if (!Game::gravityOnPlayer){
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Game::gravityOnPlayer = true;
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}
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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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break;
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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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// 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_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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// 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_k:
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break;
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case SDLK_j:
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