lab.cpp/SDL#5/xMario/xMarioMario.cpp

192 lines
4.6 KiB
C++
Raw Normal View History

/* [CONSTRUCTOR] Construction d'un xMarioMario
=========================================================*/
xMarioMario::xMarioMario(xManager *m, int x, int y)
: xSpriteAnimation(
m,
"src/mario.png",
(SDL_Rect){
(int) (BLOC_SIZE*x+BLOC_SIZE*.1),
BLOC_SIZE*y,
(int) (BLOC_SIZE*.8),
BLOC_SIZE
}
){
_left = false;
_right = false;
_up = false;
_down = false;
_jumps = 0;
_gravity = 13;
// Constantes de velocite sur X
_velocity[0] = 0.0;
_mult[0] = 10;
_dec[0] = 0.9;
_acc[0] = 2;
_min_vel[0] = 0.1;
_max_vel[0] = 40;
// Constantes de velocite sur Y
_velocity[1] = 0.0;
_mult[1] = 40;
_dec[1] = 1;
_acc[1] = 10;
_min_vel[1] = 0.1;
_max_vel[1] = 100;
/**/// this->addFrame( (SDL_Rect){2, 0, 19, 29} );
this->addFrame( (SDL_Rect){33, 0, 19, 29} );
// this->addFrame( (SDL_Rect){62, 0, 19, 29} );
/**/// this->addFrame( (SDL_Rect){93, 0, 19, 29} );
// this->addFrame( (SDL_Rect){122, 0, 19, 29} );
// this->addFrame( (SDL_Rect){122, 0, 19, 29} );
// this->addFrame( (SDL_Rect){153, 0, 19, 29} );
// this->addFrame( (SDL_Rect){182, 0, 19, 29} );
// this->addFrame( (SDL_Rect){213, 0, 19, 29} );
// this->addFrame( (SDL_Rect){238, 0, 19, 29} );
// this->addFrame( (SDL_Rect){269, 0, 19, 29} );
// this->addFrame( (SDL_Rect){298, 0, 19, 29} );
// this->addFrame( (SDL_Rect){329, 0, 19, 29} );
// /* (1) On definit les clip de chaque frame */
// this->addFrame( (SDL_Rect){21, 0, 18, 32} );
// this->addFrame( (SDL_Rect){42, 0, 18, 32} );
// this->addFrame( (SDL_Rect){63, 0, 18, 32} );
// this->addFrame( (SDL_Rect){82, 0, 18, 32} );
// this->addFrame( (SDL_Rect){103, 0, 18, 32} );
// this->addFrame( (SDL_Rect){125, 0, 18, 32} );
}
/* [MOVEFROMVELOCITY] Applique la velocite au deplacement
=========================================================*/
void xMarioMario::moveFromVelocity(){
/* (1) Gestion de touche encore enfoncee */
if( _left ) this->velocity(-1, 0);
else if( _right ) this->velocity(1, 0);
if( _up ){
if( _jumps < 3 ){
this->velocity(0, -1);
_jumps++;
}
}else if( _down )
this->velocity(0, 1);
else
_jumps = 0;
/* (2) Si aucune collision, on deplace */
if( !_manager->hit(_texture, _velocity[0], _velocity[1]) )
this->move(_velocity[0], _velocity[1]);
/* (3) On diminue la velocite (decceleration) */
_velocity[0] *= ( 1 - _dec[0] );
_velocity[1] *= ( 1 - _dec[1] );
/* (4) Gestion de la gravite */
if( !this->onFloor() )
_velocity[1] = 13;
/* (5) Si velocite sous borne min */
if( _velocity[0] < _min_vel[0] ) // sur x
_velocity[0] = 0;
if( _velocity[1] < _min_vel[1] ) // sur y
_velocity[1] = 0;
/* (6) Gestion du temps */
cout << _velocity[0] << " - " << _velocity[1] << endl;
usleep(1);
}
/* [VELOCITY] Retourne un pointeur sur la velocite
=========================================================*/
double xMarioMario::velocity(bool way){
// (way) ? HORIZONTAL : VERTICAL
return (way) ? _velocity[0] : _velocity[1];
}
/* [VELOCITY] Modifie la velocite
=========================================================*/
void xMarioMario::velocity(double x, double y){
double last[] = { _velocity[0], _velocity[1] };
/* (1) Gestion velocite axe X */
if( last[0]*x > 0 ) // Si meme sens, on accelere
_velocity[0] *= _acc[0];
else
_velocity[0] += x * _mult[0];
/* (2) Gestion velocite axe Y */
if( last[1]*y > 0 ) // Si meme sens, on accelere
_velocity[1] *= _acc[1];
else
_velocity[1] += y * _mult[1];
/* (3) On borne la velocite aux max */
if( abs(_velocity[0]) > _max_vel[0] ) // Si max x
_velocity[0] = _max_vel[0] * (_velocity[0] / abs(_velocity[0]) );
if( abs(_velocity[1]) > _max_vel[1] ) // Si max y
_velocity[1] = _max_vel[1] * (_velocity[1] / abs(_velocity[1]) );
}
bool xMarioMario::onFloor(){
return _manager->hit(_texture, 0, 1);
}
/* [TURNLEFT] Charge le sprite vers la gauche
=========================================================*/
void xMarioMario::turnLeft(){
this->stop();
for( int i = 0 ; i < _frames.size() ; i++ )
_frames.erase(_frames.begin()+i);
_frames.clear();
this->addFrame( (SDL_Rect){2, 0, 19, 29} );
this->addFrame( (SDL_Rect){93, 0, 19, 29} );
// On ajoute au rendu
this->start(_timeout, _flags);
}
/* [TURNRIGHT] Charge le sprite vers la droite
=========================================================*/
void xMarioMario::turnRight(){
this->stop();
for( int i = 0 ; i < _frames.size() ; i++ )
_frames.erase(_frames.begin()+i);
_frames.clear();
this->addFrame( (SDL_Rect){238, 0, 19, 29} );
this->addFrame( (SDL_Rect){329, 0, 19, 29} );
// On ajoute au rendu
this->start(_timeout, _flags);
}