corrections en cours + sprites animes
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8671bdd9a5
commit
18d07bef77
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@ -76,10 +76,10 @@ int main(int argc, char* argv[]) {
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mgr->attachEvent(SDL_KEYDOWN, &keydownEventHandler);
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mgr->attachEvent(SDL_KEYUP, &keyupEventHandler);
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mgr->attachEvent(SDL_QUIT, &quitEventHandler);
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left_move = false;
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right_move = false;
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up_move = false;
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down_move = false;
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mario->_left = false;
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mario->_right = false;
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mario->_up = false;
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mario->_down = false;
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// Boucle de traitement
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mgr->update(); mgr->update();
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@ -92,15 +92,16 @@ int main(int argc, char* argv[]) {
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mgr->manageEvents(&event);
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// Gestion de la gravite
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if( !mgr->hit("mario", 0, 5) )
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mario->move(0, 5);
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if( !mario->onFloor() && SDL_GetTicks() % 10 < 5 )
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mario->velocity(0, 1.0);
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if( mgr->hit("mystery-bloc", 0, 7) )
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mb.jump();
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else
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mb.unjump();
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// Deplacement
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mario->moveFromVelocity();
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if( mgr->hit("mystery-bloc", 0, 7) ) mb.jump();
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else mb.unjump();
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mgr->manageFps(); // Gestion des FPS (speed)
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mgr->update(); // Mise a jour du rendu
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}
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@ -156,23 +157,31 @@ void keydownEventHandler(SDL_Event *e){
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switch( (*e).key.keysym.sym ){
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case SDLK_UP:
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up_move = true;
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mario->moveUp(&up_move);
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if( !mario->_up ){
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mario->_up = true;
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// mario->velocity(0, -40.0);
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}
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break;
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case SDLK_LEFT:
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left_move = true;
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mario->moveLeft(&left_move);
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if( !mario->_left ){
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mario->_left = true;
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// mario->velocity(-15.0, 0);
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}
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break;
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case SDLK_RIGHT:
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right_move = true;
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mario->moveRight(&right_move);
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if( !mario->_right ){
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mario->_right = true;
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// mario->velocity(15.0, 0);
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}
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break;
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case SDLK_DOWN:
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// down_move = true;
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// mario->moveDown(&down_move);
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if( !mario->_down ){
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mario->_down = true;
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// mario->velocity(0, 1.0);
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}
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break;
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default:
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@ -204,23 +213,19 @@ void keyupEventHandler(SDL_Event *e){
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switch( (*e).key.keysym.sym ){
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case SDLK_UP:
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up_move = false;
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mario->_up = false;
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break;
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case SDLK_LEFT:
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left_move = false;
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mario->_left = false;
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break;
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case SDLK_RIGHT:
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right_move = false;
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mario->_right = false;
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break;
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case SDLK_DOWN:
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// down_move = false;
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mario->_down = false;
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break;
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default:
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BIN
SDL#4/main.o
BIN
SDL#4/main.o
Binary file not shown.
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@ -6,6 +6,11 @@ A FAIRE
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- [ ] Gestion de la gravite
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EN COURS
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========
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- [ ] Erreur modification de frames d'une xAnimation, restent tjs les anciennes
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-> creer methode dans xAnimation
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- [ ] Gestion velocite pour deplacement
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FAIT
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====
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@ -17,20 +17,35 @@ xMarioMario::xMarioMario(xManager *m, int x, int y)
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_up = NULL;
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_down = NULL;
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// Constantes de velocite sur X
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_velocity[0] = 0.0;
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_mult[0] = 10;
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_dec[0] = 0.9;
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_acc[0] = 3.5;
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_min_vel[0] = 0.1;
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_max_vel[0] = 40;
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// this->addFrame( (SDL_Rect){2, 0, 19, 29} );
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// Constantes de velocite sur Y
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_velocity[1] = 0.0;
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_mult[1] = 20;
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_dec[1] = 1;
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_acc[1] = 1.9;
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_min_vel[1] = 0.1;
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_max_vel[1] = 50;
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this->addFrame( (SDL_Rect){2, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){33, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){62, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){93, 0, 19, 29} );
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this->addFrame( (SDL_Rect){93, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){122, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){122, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){153, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){182, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){213, 0, 19, 29} );
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this->addFrame( (SDL_Rect){238, 0, 19, 29} );
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/**///this->addFrame( (SDL_Rect){238, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){269, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){298, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){329, 0, 19, 29} );
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/**/// this->addFrame( (SDL_Rect){329, 0, 19, 29} );
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// /* (1) On definit les clip de chaque frame */
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// this->addFrame( (SDL_Rect){21, 0, 18, 32} );
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@ -43,210 +58,124 @@ xMarioMario::xMarioMario(xManager *m, int x, int y)
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/* [XLEFTMOVEPROCESS] Traitement async de mouvement
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/* [MOVEFROMVELOCITY] Applique la velocite au deplacement
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=========================================================*/
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void xLeftMoveProcess(xMarioMario *m, bool *run){
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bool hasMoved = false;
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int step = 3;
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void xMarioMario::moveFromVelocity(){
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// Gestion de touche encore enfoncee
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if( SDL_GetTicks() % 10 < 8 ){
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if( _left ) this->velocity(-1, 0);
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else if( _right ) this->velocity(1, 0);
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while( *run ){
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hasMoved = false;
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step = 3;
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// Tant qu'on a pas bouge et qu'on peut se deplacer
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while( !hasMoved && step > 0 ){
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// Si aucune collision, on deplace
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if( !m->manager()->hit("mario", -step, 0) ){
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m->move(-step, 0);
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hasMoved = true;
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}
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// on reduit la distance de mouvement
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step--;
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}
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usleep(10000);
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if( _up ) this->velocity(0, -1);
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else if( _down ) this->velocity(0, 1);
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}
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// Si aucune collision, on deplace
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if( !_manager->hit(_texture, _velocity[0], _velocity[1]) )
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this->move(_velocity[0], _velocity[1]);
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// On diminue la _velocite
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_velocity[0] *= ( 1 - _dec[0] );
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_velocity[1] *= ( 1 - _dec[1] );
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// Gestion de velocite trop basse
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if( abs(_velocity[0]) < _min_vel[0] ) _velocity[0] = 0;
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if( abs(_velocity[1]) < _min_vel[1] ) _velocity[1] = 0;
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cout << floor(_velocity[0]) << " - " << floor(_velocity[1]) << endl;
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// _manager->update();
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// usleep(10000);
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}
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/* [MOVELEFT] Deplacement vers la gauche
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/* [VELOCITY] Retourne un pointeur sur la velocite
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=========================================================*/
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void xMarioMario::moveLeft(bool *run){
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if( _left != NULL ){
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delete _left;
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_left = NULL;
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double xMarioMario::velocity(bool way){
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// (way) ? HORIZONTAL : VERTICAL
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return (way) ? _velocity[0] : _velocity[1];
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}
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/* [VELOCITY] Modifie la velocite
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=========================================================*/
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void xMarioMario::velocity(double x, double y){
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double last[] = { _velocity[0], _velocity[1] };
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// Si meme sens, on accele
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if( last[0]*x > 0 )
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_velocity[0] *= _acc[0];
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else{ // sinon changement sens
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_velocity[0] += x*_mult[0];
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// Gestion des frames
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if( _velocity[0] > 0 ) this->turnRight();
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else this->turnLeft();
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}
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// On lance le thread
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_left = new thread(xLeftMoveProcess, this, run);
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_left->detach();
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if( last[1]*y > 0 )
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_velocity[1] *= _acc[1];
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else // sinon changement sens
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_velocity[1] += y*_mult[1];
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// On retaille la velocite
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if( abs(_velocity[0]) > _max_vel[0] )
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_velocity[0] = _max_vel[0] * (_velocity[0] / abs(_velocity[0]) );
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if( abs(_velocity[1]) > _max_vel[1]*BLOC_SIZE )
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_velocity[1] = _max_vel[1] * (_velocity[1] / abs(_velocity[1]) );
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}
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/* [XRIGHTMOVEPROCESS] Traitement async de mouvement
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=========================================================*/
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void xRightMoveProcess(xMarioMario *m, bool *run){
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bool hasMoved = false;
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int step = 3;
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while( *run ){
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hasMoved = false;
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step = 3;
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// Tant qu'on a pas bouge et qu'on peut se deplacer
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while( !hasMoved && step > 0 ){
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// Si aucune collision, on deplace
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if( !m->manager()->hit("mario", step, 0) ){
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m->move(step, 0);
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hasMoved = true;
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}
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// on reduit la distance de mouvement
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step--;
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}
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usleep(10000);
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}
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bool xMarioMario::onFloor(){
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return _manager->hit(_texture, 0, 1);
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}
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/* [MOVERIGHT] Deplacement vers la droite
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/* [TURNLEFT] Charge le sprite vers la gauche
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=========================================================*/
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void xMarioMario::moveRight(bool *run){
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if( _right != NULL ){
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delete _right;
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_right = NULL;
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}
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void xMarioMario::turnLeft(){
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this->stop();
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for( int i = 0 ; i < _frames.size() ; i++ )
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_frames.erase(_frames.begin()+i);
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_frames.clear();
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this->addFrame( (SDL_Rect){2, 0, 19, 29} );
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this->addFrame( (SDL_Rect){93, 0, 19, 29} );
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// On ajoute au rendu
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this->start(_index, _timeout, _flags);
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// On lance le thread
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_right = new thread(xRightMoveProcess, this, run);
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_right->detach();
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}
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/* [XUPMOVEPROCESS] Traitement async de mouvement
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/* [TURNRIGHT] Charge le sprite vers la droite
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=========================================================*/
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void xUpMoveProcess(xMarioMario *m, bool *run){
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bool hasMoved = false;
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int step = 7;
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void xMarioMario::turnRight(){
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this->stop();
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for( int i = 0 ; i < _frames.size() ; i++ )
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_frames.erase(_frames.begin()+i);
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_frames.clear();
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while( *run ){
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this->addFrame( (SDL_Rect){238, 0, 19, 29} );
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this->addFrame( (SDL_Rect){329, 0, 19, 29} );
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hasMoved = false;
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step = 7;
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// Tant qu'on a pas bouge et qu'on peut se deplacer
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while( !hasMoved && step > 0 ){
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// On ajoute au rendu
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this->start(_index, _timeout, _flags);
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// Si aucune collision, on deplace
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if( !m->manager()->hit("mario", 0, -step) ){
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m->move(0, -step);
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hasMoved = true;
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}
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// on reduit la distance de mouvement
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step--;
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}
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usleep(10000);
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}
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}
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/* [MOVEUP] Deplacement vers le haut
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=========================================================*/
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void xMarioMario::moveUp(bool *run){
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if( _up != NULL ){
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delete _up;
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_up = NULL;
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}
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// On lance le thread
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_up = new thread(xUpMoveProcess, this, run);
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_up->detach();
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}
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/* [XDOWNMOVEPROCESS] Traitement async de mouvement
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=========================================================*/
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void xDownMoveProcess(xMarioMario *m, bool *run){
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bool hasMoved = false;
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int step = 5;
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while( *run ){
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hasMoved = false;
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step = 5;
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// Tant qu'on a pas bouge et qu'on peut se deplacer
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while( !hasMoved && step > 0 ){
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// Si aucune collision, on deplace
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if( !m->manager()->hit("mario", 0, step) ){
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m->move(0, step);
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hasMoved = true;
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}
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// on reduit la distance de mouvement
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step--;
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}
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usleep(10000);
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}
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}
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/* [MOVEDOWN] Deplacement vers le bas
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=========================================================*/
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void xMarioMario::moveDown(bool *run){
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if( _down != NULL ){
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delete _down;
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_down = NULL;
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}
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// On lance le thread
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_down = new thread(xDownMoveProcess, this, run);
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_down->detach();
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}
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@ -2,31 +2,49 @@
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#define DEF_XMARIOMARIO_H
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/* [CST] Constantes et enumeration
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=========================================================*/
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#define XMARIO_VEL_HOR true // velocite verticale
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#define XMARIO_VEL_VER false // velocite horizontale
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/* [DEF] Definition de la classe
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=========================================================*/
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class xMarioMario : public xSpriteAnimation{
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public:
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xMarioMario(xManager *manager, int x, int y); // Spritesheet avec taille de chaque sprite
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void moveLeft(bool *run); // Deplacement a gauche
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void moveRight(bool *run); // Deplacement a droite
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void moveUp(bool *run); // Deplacement en haut
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void moveDown(bool *run); // Deplacement en bas
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void moveFromVelocity();
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// Changement de frames
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void turnLeft();
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void turnRight();
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// GETTER
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double velocity(bool way=XMARIO_VEL_HOR); // Recupere velocite
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bool onFloor(); // Si mario est sur le sol
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// SETTER
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void velocity(double x=0.0, double y=0.0); // Modification de velocite
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// Gestion du suivi du deplacement
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bool _left;
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bool _right;
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bool _up;
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bool _down;
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private:
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Uint32 _lastmove;
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float _acceleration;
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double _velocity[2];
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// Gestion du deplacement
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thread *_left;
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thread *_right;
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thread *_up;
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thread *_down;
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// Fontions du thread
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friend void xLeftMoveProcess(xMarioMario *m, bool *run);
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friend void xRightMoveProcess(xMarioMario *m, bool *run);
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friend void xUpMoveProcess(xMarioMario *m, bool *run);
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friend void xDownMoveProcess(xMarioMario *m, bool *run);
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double _mult[2];
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double _min_vel[2];
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double _max_vel[2];
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double _acc[2];
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double _dec[2];
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};
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@ -51,9 +51,6 @@ void xMarioMysteryBloc::jump(){
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|||
/* [UNJUMP] Animation d'activation (quand saut)
|
||||
=========================================================*/
|
||||
void xMarioMysteryBloc::unjump(){
|
||||
// if( !this->active() )
|
||||
// return;
|
||||
|
||||
if( _defaultrect.y != _viewport.y && SDL_GetTicks()-_lastjump > 100 ){
|
||||
|
||||
_viewport.x = _defaultrect.x;
|
||||
|
@ -82,29 +79,40 @@ bool xMarioMysteryBloc::active(){
|
|||
void xMarioMysteryBloc::active(bool active){
|
||||
_active = active;
|
||||
|
||||
this->stop();
|
||||
|
||||
if( active ){
|
||||
|
||||
|
||||
_frames.clear();
|
||||
// for( int i = 0 ; i < _frames.size() ; i++ )
|
||||
// _frames.erase(_frames.begin()+i);
|
||||
// _frames.erase(_frames.begin()+i);
|
||||
this->pull();
|
||||
|
||||
|
||||
this->addFrame( (SDL_Rect){0, 0, 16, 16} );
|
||||
this->addFrame( (SDL_Rect){0, 16, 16, 16} );
|
||||
this->addFrame( (SDL_Rect){0, 32, 16, 16} );
|
||||
this->addFrame( (SDL_Rect){0, 48, 16, 16} );
|
||||
|
||||
// On ajoute au rendu
|
||||
this->start(_index, _timeout, _flags);
|
||||
|
||||
}else{
|
||||
|
||||
_frames.clear();
|
||||
// for( int i = 0 ; i < _frames.size() ; i++ )
|
||||
// _frames.erase(_frames.begin()+i);
|
||||
this->stop();
|
||||
|
||||
this->addFrame( (SDL_Rect){0, 64, 16, 16} );
|
||||
this->addFrame( (SDL_Rect){0, 64, 16, 16} );
|
||||
this->addFrame( (SDL_Rect){0, 64, 16, 16} );
|
||||
this->addFrame( (SDL_Rect){0, 64, 16, 16} );
|
||||
|
||||
// On ajoute au rendu
|
||||
this->push(_index);
|
||||
|
||||
}
|
||||
|
||||
this->start(_index, _timeout, _flags);
|
||||
|
||||
}
|
|
@ -9,6 +9,7 @@
|
|||
#include <vector>
|
||||
#include <mutex>
|
||||
#include <thread>
|
||||
#include <cmath>
|
||||
#include <unistd.h>
|
||||
|
||||
/* [DEF] Definitions basiques
|
||||
|
|
|
@ -147,14 +147,14 @@ void xSpriteAnimation::pull(){
|
|||
=========================================================*/
|
||||
void xSpriteAnimationProcess(xSpriteAnimation *xSA, int t, int flags){
|
||||
int timer = 0;
|
||||
int step = 1;
|
||||
bool way = true;
|
||||
int start = 0;
|
||||
int stop = xSA->_frames.size();
|
||||
|
||||
while( flags&SPRITE_ANIM_INFINITE ){
|
||||
|
||||
/* (1) Pour chaque sprite */
|
||||
for( int i = start ; i != xSA->_frames.size() ; i+=step ){
|
||||
for( int i = start ; i != xSA->_frames.size() ; i+=(way?1:-1) ){
|
||||
timer = SDL_GetTicks();
|
||||
|
||||
|
||||
|
@ -172,9 +172,9 @@ void xSpriteAnimationProcess(xSpriteAnimation *xSA, int t, int flags){
|
|||
|
||||
// SPRITE_ANIM_REVERSE
|
||||
if( flags&SPRITE_ANIM_REVERSE ){
|
||||
step *= -1;
|
||||
start = (step==1) ? 0 : xSA->_frames.size()-1;
|
||||
stop = (step==1) ? xSA->_frames.size()-1 : 0;
|
||||
way = !way;
|
||||
start = (way) ? 0 : xSA->_frames.size()-1;
|
||||
stop = (way) ? xSA->_frames.size()-1 : 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue