2016-03-14 18:28:18 +00:00
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/* [CONSTRUCTOR] Construction d'un xMarioBrick
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=========================================================*/
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2016-03-16 11:08:22 +00:00
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xMarioBrick::xMarioBrick(xManager *m, int x, int y, int nb)
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2016-03-14 18:28:18 +00:00
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: xSprite(
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m,
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"src/blocs.png"
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){
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_manager = m;
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// Note: le rect correspond a un nombre de bloc
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// On convertit le tout en blocs reels
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int xReal = x * BLOC_SIZE;
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int yReal = y * BLOC_SIZE;
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this->dimensions(
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(SDL_Rect){xReal, yReal, BLOC_SIZE, BLOC_SIZE}, // On definit le viewport
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(SDL_Rect){136, 0, 16, 16} // On definit le clip
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);
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2016-03-16 11:08:22 +00:00
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_defaultrect = _dst;
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_lastjump = SDL_GetTicks();
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_jumps = 0;
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_active = true;
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_nb_jumps = nb;
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}
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/* [JUMP] Animation d'activation (quand saut)
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=========================================================*/
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void xMarioBrick::jump(){
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if( !this->active() )
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return;
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if( _defaultrect.y == _dst.y && SDL_GetTicks()-_lastjump > 100 ){
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this->move(0, -2);
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_lastjump = SDL_GetTicks();
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_jumps++;
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if( _jumps >= _nb_jumps )
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this->active(false);
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}
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}
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/* [UNJUMP] Animation d'activation (quand saut)
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=========================================================*/
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void xMarioBrick::unjump(){
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if( (_defaultrect.y-2) == _dst.y && SDL_GetTicks()-_lastjump > 100 ){
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this->move(0, 2);
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_lastjump = SDL_GetTicks();
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}
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}
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/* [ACTIVE] Retourne l'etat du bouton
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=========================================================*/
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bool xMarioBrick::active(){
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return _active;
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}
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/* [ACTIVE] Gestion du caractere "actif" du bouton
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=========================================================*/
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void xMarioBrick::active(bool active){
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_active = active;
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// actif, on affiche
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if( active )
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this->push(_index);
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// sinon on enleve
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else
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this->pull();
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}
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/* [ONCOLLIDE] Gestion des collisions
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=========================================================*/
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void xMarioBrick::onCollide(vector<int> from, xSprite* by){
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/* (1) Saut de mario */
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if( by->getType() == "Mario" && from[1] == 1 )
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cout << "JUMP JUMP" << endl;
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2016-03-14 18:28:18 +00:00
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}
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