- [x] Classe parente pour objets mobiles
- [x] Integrer a xMario
This commit is contained in:
parent
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@ -103,6 +103,9 @@ int main(int argc, char* argv[]) {
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// Deplacement de Mario
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mario->moveFromVelocity();
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// Deplacement coquille verte
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gs.autoMove();
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// Mise a jour du rendu
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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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BIN
SDL#4/main.o
BIN
SDL#4/main.o
Binary file not shown.
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@ -5,14 +5,18 @@ A FAIRE
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EN COURS
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========
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- [ ] Verifier toute la trajectoire pour move()
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- [x] Refaire texture xGreenShell
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- [ ] Gestion arret animation + reprise (switch)
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- [ ] Gestion du deplacement xGreenShell
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- [ ] Verifier toute la trajectoire pour move()
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FAIT
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====
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- [x] Classe parente pour objets mobiles
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- [x] Integrer a xMario
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- [x] Gestion direction collision en fonction des verifs de collide()
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- [x] Erreur saut infini mario
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- [x] Erreur -> Gestion params velocite en fonction taille bloc
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@ -6,6 +6,8 @@
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/* [BODIES] Inclusion des .cpp des sous-libs
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=========================================================*/
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#include "xMario/xMarioMobile/xMarioMobile.cpp"
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#include "xMario/xMarioMario.cpp"
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#include "xMario/xMarioGrass.cpp"
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#include "xMario/xMarioGreenShell.cpp"
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@ -13,6 +13,8 @@
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/* [HEADERS] Inclusion des .h des sous-libs
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=========================================================*/
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#include "xMario/xMarioMobile/xMarioMobile.h"
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#include "xMario/xMarioMario.h"
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#include "xMario/xMarioGrass.h"
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#include "xMario/xMarioGreenShell.h"
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@ -11,6 +11,7 @@ xMarioGreenShell::xMarioGreenShell(xManager *m, int x, int y)
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(int)( BLOC_SIZE*.7 )
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}
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){
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/* (1) Initialisation des attributs */
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this->setType("green-shell");
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_active = false;
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_intouch = false;
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@ -20,11 +21,20 @@ xMarioGreenShell::xMarioGreenShell(xManager *m, int x, int y)
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this->addFrame( (SDL_Rect){62, 90, 16, 15} );
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this->addFrame( (SDL_Rect){62, 90, 16, 15} );
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this->addFrame( (SDL_Rect){62, 90, 16, 15} );
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}
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/* [AUTOMOVE] Gestion du mouvement
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=========================================================*/
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void xMarioGreenShell::autoMove(){
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}
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/* [ACTIVE] Retourne l'etat du bouton
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=========================================================*/
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@ -80,7 +90,7 @@ void xMarioGreenShell::active(bool active){
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=========================================================*/
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void xMarioGreenShell::onCollide(vector<int> from, xSprite* by){
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/* (1) Mario par le cote */
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if( by->getType() == "Mario" && from[0] != 0 && !_intouch ){
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if( by->getType() == "Mario" && (from[0]||from[1]) && !_intouch ){
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// si en mvt
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if( this->active() ){
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@ -96,7 +106,7 @@ void xMarioGreenShell::onCollide(vector<int> from, xSprite* by){
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/* (2) Mario par le haut */
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if( by->getType() == "Mario" && from[1] != -1 ){
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if( by->getType() == "Mario" && from[2] ){
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if( !this->active() ) // a l'arret, on met en mvt
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this->active(true);
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else // si en mouvement, met a l'arret
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@ -10,7 +10,7 @@
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void onCollide(vector<int> from, xSprite* by);
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void autoMove();
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bool active(); // Retourne si le bloc est actif ou non
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void active(bool active); // Active ou non le bloc
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@ -1,6 +1,7 @@
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/* [CONSTRUCTOR] Construction d'un xMarioMario
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=========================================================*/
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xMarioMario::xMarioMario(xManager *m, int x, int y)
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/* (1) Constructeur animation */
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: xSpriteAnimation(
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m,
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"src/mario.png",
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@ -10,6 +11,16 @@ xMarioMario::xMarioMario(xManager *m, int x, int y)
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(int) (BLOC_SIZE*.8),
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BLOC_SIZE
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}
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),
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/* (2) Constructeur objet mobile */
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xMarioMobile(
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.25, // gravite
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0.3125, 1.25, // multiplicateur
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0.05, .09375, // acceleration
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0.021875, .009375, // decceleration
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0.003125, .00625, // min
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0.3125, 3.125 // max
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){
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this->setType("Mario");
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@ -22,24 +33,6 @@ xMarioMario::xMarioMario(xManager *m, int x, int y)
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// Position frame par defaut
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_pos = "NR"; // bottom-center
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_gravity = BLOC_SIZE * 0.25;
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// Constantes de mouvement sur X
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_velocity[0] = BLOC_SIZE * 0.0;
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_mult[0] = BLOC_SIZE * 0.3125;
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_dec[0] = BLOC_SIZE * 0.021875;
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_acc[0] = BLOC_SIZE * 0.05;
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_min_vel[0] = BLOC_SIZE * 0.003125;
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_max_vel[0] = BLOC_SIZE * 0.3125;
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// Constantes de mouvement sur Y
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_velocity[1] = BLOC_SIZE * 0.0;
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_mult[1] = BLOC_SIZE * 1.25;
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_dec[1] = BLOC_SIZE * 0.009375;
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_acc[1] = BLOC_SIZE * 0.09375;
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_min_vel[1] = BLOC_SIZE * 0.00625;
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_max_vel[1] = BLOC_SIZE * 3.125;
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// On definit les frames de l'animation par defaut
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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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@ -48,130 +41,6 @@ xMarioMario::xMarioMario(xManager *m, int x, int y)
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/* [MOVEFROMVELOCITY] Applique la velocite au deplacement
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=========================================================*/
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void xMarioMario::moveFromVelocity(){
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/* (1) Si aucune collision, on deplace */
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vector<int> after = this->move(_velocity[0], _velocity[1]);
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/* (2) On modifie la velocite en fonction des collisions */
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_velocity[0] = (double) after[0];
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_velocity[1] = (double) after[1];
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/* (3) Modification du sprite en fonction du mouvement */
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this->turn();
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/* (4) Gestion de touche encore enfoncee */
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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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// diminution de l'acceleration quand on lache <- ET ->
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else _velocity[0] *= ( 1 - _dec[0] );
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// Si touche haut
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if( _up ){
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// Si au sol et premier saut ou autre saut (pour la hauteur)
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if( this->onFloor() && _jumps == 0 || _jumps == 1 ){
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this->velocity(0, -1);
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_jumps++;
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}
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}else
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_jumps = 0;
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/* (5) On diminue la gravite */
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_velocity[1] *= ( 1 - _dec[1] );
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/* (6) Gestion de la gravite */
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// TROUBLE
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// TROUBLE
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// TROUBLE
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if( !this->onFloor() )
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_velocity[1] += _gravity;
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// TROUBLE
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// TROUBLE
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// TROUBLE
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/* (7) Si velocite sous borne min, on met a 0 */
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if( abs(_velocity[0]) < _min_vel[0] ) // sur x
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_velocity[0] = 0;
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if( abs(_velocity[1]) < _min_vel[1] ) // sur y
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_velocity[1] = 0;
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/* (8) Gestion du temps */
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// if( abs(_velocity[0]) > 0 )
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// cerr << "x -> " << _velocity[0] << endl;
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// if( abs(_velocity[1]) > 0 )
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// cerr << "y -> " << _velocity[1] << endl;
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// cout << endl;
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usleep(20000);
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}
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/* [VELOCITY] Retourne un pointeur sur la velocite
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=========================================================*/
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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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// Vrai si on change pas de sens sur X
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bool sameway_x = (last[0]*x) > 0;
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// Vrai si on change pas de sens sur y
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bool sameway_y = (last[1]*y) > 0;
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/* (1) Gestion velocite axe X */
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if( sameway_x ) // Si meme sens, on accelere
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_velocity[0] *= _acc[0];
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else
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_velocity[0] += x * _mult[0];
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/* (2) Gestion velocite axe Y */
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if( sameway_y ) // Si meme sens, on accelere
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_velocity[1] *= _acc[1];
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else
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_velocity[1] += (y>0) ? y : y * _mult[1];
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/* (3) On borne la velocite aux max */
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if( abs(_velocity[0]) > _max_vel[0] ) // Si max x
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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] ) // Si max y
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_velocity[1] = _max_vel[1] * (_velocity[1] / abs(_velocity[1]) );
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}
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bool xMarioMario::onFloor(){
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/* [TURN] Gestion des sprites en fonction du mouvement
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/* [SPREAD] Fonction a propager
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=========================================================*/
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void xMarioMario::turn(){
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vector<int> xMarioMario::spreadMove(int x, int y){
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return this->move(x, y);
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}
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void xMarioMario::spreadTurn(){
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/* (0) Variables utiles */
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bool left = _velocity[0] < 0; // si vers la gauche
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bool up = _velocity[1] < 0; // si vers le haut
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}
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void xMarioMario::spreadUpdateVelocity(){
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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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// diminution de l'acceleration quand on lache <- ET ->
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else _velocity[0] *= ( 1 - _dec[0] );
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// Si touche haut
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if( _up ){
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// Si au sol et premier saut ou autre saut (pour la hauteur)
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if( this->onFloor() && _jumps == 0 || _jumps == 1 ){
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this->velocity(0, -1);
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_jumps++;
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}
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}else
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_jumps = 0;
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}
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void xMarioMario::spreadApplyGravity(){
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if( !this->onFloor() )
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_velocity[1] += _gravity;
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}
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@ -5,31 +5,27 @@
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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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class xMarioMario : public xSpriteAnimation, public xMarioMobile{
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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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// Surcharge parent
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void onCollide(vector<int> from, xSprite* by);
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void moveFromVelocity();
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// Changement de frames en fonction du mouvement
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void turn();
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// GETTER
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double velocity(bool way=XMARIO_VEL_HOR); // Recupere velocite
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// GETTERS
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bool onFloor(); // Si mario est sur le sol
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bool onWall(); // Si mario est contre un mur
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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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// PROPAGATION AUX ENFANTS
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vector<int> spreadMove(int x, int y);
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void spreadTurn();
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void spreadUpdateVelocity();
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void spreadApplyGravity();
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// Surcharge parent
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void onCollide(vector<int> from, xSprite* by);
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// Gestion du suivi du deplacement
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private:
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Uint32 _lastmove;
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double _velocity[2];
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double _gravity;
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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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@ -0,0 +1,158 @@
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/* [CONSTRUCTOR] Construction d'un xMarioMobile
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=========================================================*/
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xMarioMobile::xMarioMobile(
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double gravity,
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double multx, double multy,
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double accx, double accy,
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double decx, double decy,
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double minx, double miny,
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double maxx, double maxy){
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_gravity = BLOC_SIZE * gravity;
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// Constantes de mouvement sur X
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_velocity[0] = BLOC_SIZE * 0.0;
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_mult[0] = BLOC_SIZE * multx;
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_dec[0] = BLOC_SIZE * decx;
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_acc[0] = BLOC_SIZE * accx;
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_min_vel[0] = BLOC_SIZE * minx;
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_max_vel[0] = BLOC_SIZE * maxx;
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// Constantes de mouvement sur Y
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_velocity[1] = BLOC_SIZE * 0.0;
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_mult[1] = BLOC_SIZE * multy;
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_dec[1] = BLOC_SIZE * decy;
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_acc[1] = BLOC_SIZE * accy;
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_min_vel[1] = BLOC_SIZE * miny;
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_max_vel[1] = BLOC_SIZE * maxy;
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}
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/* [MOVEFROMVELOCITY] Applique la velocite au deplacement
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=========================================================*/
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void xMarioMobile::moveFromVelocity(){
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/* (1) Si aucune collision, on deplace */
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vector<int> after = this->spreadMove(_velocity[0], _velocity[1]);
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/* (2) On modifie la velocite en fonction des collisions */
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_velocity[0] = (double) after[0];
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_velocity[1] = (double) after[1];
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/* (3) Modification du sprite en fonction du mouvement */
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this->spreadTurn();
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/* (4) Gestion de mouvement */
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this->spreadUpdateVelocity();
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/* (5) On diminue la gravite */
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_velocity[1] *= ( 1 - _dec[1] );
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/* (6) Gestion de la gravite */
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this->spreadApplyGravity();
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/* (7) Si velocite sous borne min, on met a 0 */
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if( abs(_velocity[0]) < _min_vel[0] ) // sur x
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_velocity[0] = 0;
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if( abs(_velocity[1]) < _min_vel[1] ) // sur y
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_velocity[1] = 0;
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/* (8) Gestion du temps */
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// if( abs(_velocity[0]) > 0 )
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// cerr << "x -> " << _velocity[0] << endl;
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// if( abs(_velocity[1]) > 0 )
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// cerr << "y -> " << _velocity[1] << endl;
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// cout << endl;
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usleep(20000);
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}
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/* [VELOCITY] Retourne un pointeur sur la velocite
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=========================================================*/
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double xMarioMobile::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 xMarioMobile::velocity(double x, double y){
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double last[] = { _velocity[0], _velocity[1] };
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||||
// Vrai si on change pas de sens sur X
|
||||
bool sameway_x = (last[0]*x) > 0;
|
||||
// Vrai si on change pas de sens sur y
|
||||
bool sameway_y = (last[1]*y) > 0;
|
||||
|
||||
/* (1) Gestion velocite axe X */
|
||||
if( sameway_x ) // Si meme sens, on accelere
|
||||
_velocity[0] *= _acc[0];
|
||||
else
|
||||
_velocity[0] += x * _mult[0];
|
||||
|
||||
/* (2) Gestion velocite axe Y */
|
||||
if( sameway_y ) // Si meme sens, on accelere
|
||||
_velocity[1] *= _acc[1];
|
||||
else
|
||||
_velocity[1] += (y>0) ? y : 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]) );
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/* [SPREAD] Fonction a propager
|
||||
=========================================================*/
|
||||
vector<int> xMarioMobile::spreadMove(int x, int y){
|
||||
// To implement in children
|
||||
cout << "PARENT" << endl;
|
||||
}
|
||||
|
||||
|
||||
void xMarioMobile::spreadTurn(){
|
||||
// To implement in children
|
||||
cout << "PARENT" << endl;
|
||||
}
|
||||
|
||||
|
||||
void xMarioMobile::spreadUpdateVelocity(){
|
||||
// To implement in children
|
||||
cout << "PARENT" << endl;
|
||||
}
|
||||
|
||||
|
||||
void xMarioMobile::spreadApplyGravity(){
|
||||
// To implement in children
|
||||
cout << "PARENT" << endl;
|
||||
}
|
|
@ -0,0 +1,64 @@
|
|||
#ifndef DEF_XMARIOMOBILE_H
|
||||
|
||||
#define DEF_XMARIOMOBILE_H
|
||||
|
||||
|
||||
/* [CST] Constantes et enumeration
|
||||
=========================================================*/
|
||||
#define XMARIO_VEL_HOR true // velocite verticale
|
||||
#define XMARIO_VEL_VER false // velocite horizontale
|
||||
|
||||
/* [DEF] Definition de la classe
|
||||
=========================================================*/
|
||||
class xMarioMobile{
|
||||
|
||||
public:
|
||||
xMarioMobile(
|
||||
double gravity,
|
||||
double multx,
|
||||
double multy,
|
||||
double accx,
|
||||
double accy,
|
||||
double decx,
|
||||
double decy,
|
||||
double minx,
|
||||
double miny,
|
||||
double maxx,
|
||||
double maxy
|
||||
); // Initialisation des params de mouvement
|
||||
|
||||
// Routine appelee dans la boucle principale
|
||||
virtual void moveFromVelocity();
|
||||
|
||||
// GETTER
|
||||
double velocity(bool way=XMARIO_VEL_HOR); // Recupere velocite
|
||||
|
||||
// SETTER
|
||||
void velocity(double x=0.0, double y=0.0); // Modification de velocite
|
||||
|
||||
// PROPAGATION AUX ENFANTS
|
||||
virtual vector<int> spreadMove(int x, int y);
|
||||
virtual void spreadTurn();
|
||||
virtual void spreadUpdateVelocity();
|
||||
virtual void spreadApplyGravity();
|
||||
|
||||
|
||||
// Etat physique
|
||||
string _pos;
|
||||
|
||||
|
||||
protected:
|
||||
Uint32 _lastmove;
|
||||
double _velocity[2];
|
||||
double _gravity;
|
||||
|
||||
double _mult[2];
|
||||
double _min_vel[2];
|
||||
double _max_vel[2];
|
||||
double _acc[2];
|
||||
double _dec[2];
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue