- [x] Gestion direction collision en fonction des verifs de collide()

This commit is contained in:
xdrm-brackets 2016-03-17 23:18:52 +01:00
parent 09cc1952f1
commit f6e8d0ec23
14 changed files with 364 additions and 402 deletions

View File

@ -1,345 +1,382 @@
WINDOW CREATED WINDOW CREATED
RENDERER CREATED RENDERER CREATED
INDEX: grass10 AT 0 INDEX: grass10 AT 0
(-32,576) -> (32, 32) (-32,512) -> (32, 32)
INDEX: grass11 AT 1 INDEX: grass11 AT 1
(0,576) -> (32, 32) (0,512) -> (32, 32)
INDEX: grass12 AT 2 INDEX: grass12 AT 2
(32,576) -> (32, 32) (32,512) -> (32, 32)
INDEX: grass13 AT 3 INDEX: grass13 AT 3
(64,576) -> (32, 32) (64,512) -> (32, 32)
INDEX: grass14 AT 4 INDEX: grass14 AT 4
(96,576) -> (32, 32) (96,512) -> (32, 32)
INDEX: grass15 AT 5 INDEX: grass15 AT 5
(128,576) -> (32, 32) (128,512) -> (32, 32)
INDEX: grass16 AT 6 INDEX: grass16 AT 6
(160,576) -> (32, 32) (160,512) -> (32, 32)
INDEX: grass17 AT 7 INDEX: grass17 AT 7
(192,576) -> (32, 32) (192,512) -> (32, 32)
INDEX: grass18 AT 8 INDEX: grass18 AT 8
(224,576) -> (32, 32) (224,512) -> (32, 32)
INDEX: grass19 AT 9 INDEX: grass19 AT 9
(256,576) -> (32, 32) (256,512) -> (32, 32)
INDEX: grass110 AT 10 INDEX: grass110 AT 10
(288,576) -> (32, 32) (288,512) -> (32, 32)
INDEX: grass111 AT 11 INDEX: grass111 AT 11
(320,576) -> (32, 32) (320,512) -> (32, 32)
INDEX: grass112 AT 12 INDEX: grass112 AT 12
(352,576) -> (32, 32) (352,512) -> (32, 32)
INDEX: grass113 AT 13 INDEX: grass113 AT 13
(384,576) -> (32, 32) (384,512) -> (32, 32)
INDEX: grass114 AT 14 INDEX: grass114 AT 14
(416,576) -> (32, 32) (416,512) -> (32, 32)
INDEX: grass115 AT 15 INDEX: grass115 AT 15
(448,576) -> (32, 32) (448,512) -> (32, 32)
INDEX: grass116 AT 16 INDEX: grass116 AT 16
(480,576) -> (32, 32) (480,512) -> (32, 32)
INDEX: grass117 AT 17 INDEX: grass117 AT 17
(512,576) -> (32, 32) (512,512) -> (32, 32)
INDEX: grass118 AT 18 INDEX: grass118 AT 18
(544,576) -> (32, 32) (544,512) -> (32, 32)
INDEX: grass119 AT 19 INDEX: grass119 AT 19
(576,576) -> (32, 32) (576,512) -> (32, 32)
INDEX: grass120 AT 20 INDEX: grass120 AT 20
(608,576) -> (32, 32) (608,512) -> (32, 32)
INDEX: grass121 AT 21 INDEX: grass121 AT 21
(640,576) -> (32, 32) (640,512) -> (32, 32)
INDEX: grass122 AT 22 INDEX: grass122 AT 22
(672,576) -> (32, 32) (672,512) -> (32, 32)
INDEX: grass123 AT 23 INDEX: grass123 AT 23
(704,576) -> (32, 32) (704,512) -> (32, 32)
INDEX: grass124 AT 24 INDEX: grass124 AT 24
(736,576) -> (32, 32) (736,512) -> (32, 32)
INDEX: grass125 AT 25 INDEX: grass125 AT 25
(768,576) -> (32, 32) (768,512) -> (32, 32)
INDEX: grass126 AT 26 INDEX: grass126 AT 26
(800,576) -> (32, 32) (800,512) -> (32, 32)
INDEX: grass127 AT 27 INDEX: grass127 AT 27
(832,576) -> (32, 32) (832,512) -> (32, 32)
INDEX: grass128 AT 28 INDEX: grass128 AT 28
(864,576) -> (32, 32) (864,512) -> (32, 32)
INDEX: grass129 AT 29 INDEX: grass129 AT 29
(896,576) -> (32, 32) (896,512) -> (32, 32)
INDEX: grass130 AT 30 INDEX: grass130 AT 30
(928,576) -> (32, 32) (928,512) -> (32, 32)
INDEX: grass131 AT 31 INDEX: grass131 AT 31
(960,576) -> (32, 32) (960,512) -> (32, 32)
INDEX: grass132 AT 32 INDEX: grass132 AT 32
(992,576) -> (32, 32) (992,512) -> (32, 32)
INDEX: grass133 AT 33 INDEX: grass133 AT 33
(1024,576) -> (32, 32) (1024,512) -> (32, 32)
INDEX: grass134 AT 34 INDEX: grass134 AT 34
(-32,608) -> (32, 32) (-32,544) -> (32, 32)
INDEX: grass135 AT 35 INDEX: grass135 AT 35
(0,608) -> (32, 32) (0,544) -> (32, 32)
INDEX: grass136 AT 36 INDEX: grass136 AT 36
(32,608) -> (32, 32) (32,544) -> (32, 32)
INDEX: grass137 AT 37 INDEX: grass137 AT 37
(64,608) -> (32, 32) (64,544) -> (32, 32)
INDEX: grass138 AT 38 INDEX: grass138 AT 38
(96,608) -> (32, 32) (96,544) -> (32, 32)
INDEX: grass139 AT 39 INDEX: grass139 AT 39
(128,608) -> (32, 32) (128,544) -> (32, 32)
INDEX: grass140 AT 40 INDEX: grass140 AT 40
(160,608) -> (32, 32) (160,544) -> (32, 32)
INDEX: grass141 AT 41 INDEX: grass141 AT 41
(192,608) -> (32, 32) (192,544) -> (32, 32)
INDEX: grass142 AT 42 INDEX: grass142 AT 42
(224,608) -> (32, 32) (224,544) -> (32, 32)
INDEX: grass143 AT 43 INDEX: grass143 AT 43
(256,608) -> (32, 32) (256,544) -> (32, 32)
INDEX: grass144 AT 44 INDEX: grass144 AT 44
(288,608) -> (32, 32) (288,544) -> (32, 32)
INDEX: grass145 AT 45 INDEX: grass145 AT 45
(320,608) -> (32, 32) (320,544) -> (32, 32)
INDEX: grass146 AT 46 INDEX: grass146 AT 46
(352,608) -> (32, 32) (352,544) -> (32, 32)
INDEX: grass147 AT 47 INDEX: grass147 AT 47
(384,608) -> (32, 32) (384,544) -> (32, 32)
INDEX: grass148 AT 48 INDEX: grass148 AT 48
(416,608) -> (32, 32) (416,544) -> (32, 32)
INDEX: grass149 AT 49 INDEX: grass149 AT 49
(448,608) -> (32, 32) (448,544) -> (32, 32)
INDEX: grass150 AT 50 INDEX: grass150 AT 50
(480,608) -> (32, 32) (480,544) -> (32, 32)
INDEX: grass151 AT 51 INDEX: grass151 AT 51
(512,608) -> (32, 32) (512,544) -> (32, 32)
INDEX: grass152 AT 52 INDEX: grass152 AT 52
(544,608) -> (32, 32) (544,544) -> (32, 32)
INDEX: grass153 AT 53 INDEX: grass153 AT 53
(576,608) -> (32, 32) (576,544) -> (32, 32)
INDEX: grass154 AT 54 INDEX: grass154 AT 54
(608,608) -> (32, 32) (608,544) -> (32, 32)
INDEX: grass155 AT 55 INDEX: grass155 AT 55
(640,608) -> (32, 32) (640,544) -> (32, 32)
INDEX: grass156 AT 56 INDEX: grass156 AT 56
(672,608) -> (32, 32) (672,544) -> (32, 32)
INDEX: grass157 AT 57 INDEX: grass157 AT 57
(704,608) -> (32, 32) (704,544) -> (32, 32)
INDEX: grass158 AT 58 INDEX: grass158 AT 58
(736,608) -> (32, 32) (736,544) -> (32, 32)
INDEX: grass159 AT 59 INDEX: grass159 AT 59
(768,608) -> (32, 32) (768,544) -> (32, 32)
INDEX: grass160 AT 60 INDEX: grass160 AT 60
(800,608) -> (32, 32) (800,544) -> (32, 32)
INDEX: grass161 AT 61 INDEX: grass161 AT 61
(832,608) -> (32, 32) (832,544) -> (32, 32)
INDEX: grass162 AT 62 INDEX: grass162 AT 62
(864,608) -> (32, 32) (864,544) -> (32, 32)
INDEX: grass163 AT 63 INDEX: grass163 AT 63
(896,608) -> (32, 32) (896,544) -> (32, 32)
INDEX: grass164 AT 64 INDEX: grass164 AT 64
(928,608) -> (32, 32) (928,544) -> (32, 32)
INDEX: grass165 AT 65 INDEX: grass165 AT 65
(960,608) -> (32, 32) (960,544) -> (32, 32)
INDEX: grass166 AT 66 INDEX: grass166 AT 66
(992,608) -> (32, 32) (992,544) -> (32, 32)
INDEX: grass167 AT 67 INDEX: grass167 AT 67
(1024,608) -> (32, 32) (1024,544) -> (32, 32)
INDEX: grass168 AT 68 INDEX: grass168 AT 68
(-32,640) -> (32, 32) (-32,576) -> (32, 32)
INDEX: grass169 AT 69 INDEX: grass169 AT 69
(0,640) -> (32, 32) (0,576) -> (32, 32)
INDEX: grass170 AT 70 INDEX: grass170 AT 70
(32,640) -> (32, 32) (32,576) -> (32, 32)
INDEX: grass171 AT 71 INDEX: grass171 AT 71
(64,640) -> (32, 32) (64,576) -> (32, 32)
INDEX: grass172 AT 72 INDEX: grass172 AT 72
(96,640) -> (32, 32) (96,576) -> (32, 32)
INDEX: grass173 AT 73 INDEX: grass173 AT 73
(128,640) -> (32, 32) (128,576) -> (32, 32)
INDEX: grass174 AT 74 INDEX: grass174 AT 74
(160,640) -> (32, 32) (160,576) -> (32, 32)
INDEX: grass175 AT 75 INDEX: grass175 AT 75
(192,640) -> (32, 32) (192,576) -> (32, 32)
INDEX: grass176 AT 76 INDEX: grass176 AT 76
(224,640) -> (32, 32) (224,576) -> (32, 32)
INDEX: grass177 AT 77 INDEX: grass177 AT 77
(256,640) -> (32, 32) (256,576) -> (32, 32)
INDEX: grass178 AT 78 INDEX: grass178 AT 78
(288,640) -> (32, 32) (288,576) -> (32, 32)
INDEX: grass179 AT 79 INDEX: grass179 AT 79
(320,640) -> (32, 32) (320,576) -> (32, 32)
INDEX: grass180 AT 80 INDEX: grass180 AT 80
(352,640) -> (32, 32) (352,576) -> (32, 32)
INDEX: grass181 AT 81 INDEX: grass181 AT 81
(384,640) -> (32, 32)
INDEX: grass182 AT 82
(416,640) -> (32, 32)
INDEX: grass183 AT 83
(448,640) -> (32, 32)
INDEX: grass184 AT 84
(480,640) -> (32, 32)
INDEX: grass185 AT 85
(512,640) -> (32, 32)
INDEX: grass186 AT 86
(544,640) -> (32, 32)
INDEX: grass187 AT 87
(576,640) -> (32, 32)
INDEX: grass188 AT 88
(608,640) -> (32, 32)
INDEX: grass189 AT 89
(640,640) -> (32, 32)
INDEX: grass190 AT 90
(672,640) -> (32, 32)
INDEX: grass191 AT 91
(704,640) -> (32, 32)
INDEX: grass192 AT 92
(736,640) -> (32, 32)
INDEX: grass193 AT 93
(768,640) -> (32, 32)
INDEX: grass194 AT 94
(800,640) -> (32, 32)
INDEX: grass195 AT 95
(832,640) -> (32, 32)
INDEX: grass196 AT 96
(864,640) -> (32, 32)
INDEX: grass197 AT 97
(896,640) -> (32, 32)
INDEX: grass198 AT 98
(928,640) -> (32, 32)
INDEX: grass199 AT 99
(960,640) -> (32, 32)
INDEX: grass1100 AT 100
(992,640) -> (32, 32)
INDEX: grass1101 AT 101
(1024,640) -> (32, 32)
INDEX: bottom-center0 AT 102
(384,576) -> (32, 32) (384,576) -> (32, 32)
INDEX: bottom-center1 AT 103 INDEX: grass182 AT 82
(416,576) -> (32, 32) (416,576) -> (32, 32)
INDEX: bottom-center2 AT 104 INDEX: grass183 AT 83
(448,576) -> (32, 32) (448,576) -> (32, 32)
INDEX: bottom-center3 AT 105 INDEX: grass184 AT 84
(480,576) -> (32, 32) (480,576) -> (32, 32)
INDEX: bottom-center4 AT 106 INDEX: grass185 AT 85
(512,576) -> (32, 32) (512,576) -> (32, 32)
INDEX: bottom-center5 AT 107 INDEX: grass186 AT 86
(544,576) -> (32, 32) (544,576) -> (32, 32)
INDEX: bottom-center6 AT 108 INDEX: grass187 AT 87
(576,576) -> (32, 32) (576,576) -> (32, 32)
INDEX: bottom-center7 AT 109 INDEX: grass188 AT 88
(608,576) -> (32, 32) (608,576) -> (32, 32)
INDEX: bottom-center8 AT 110 INDEX: grass189 AT 89
(640,576) -> (32, 32) (640,576) -> (32, 32)
INDEX: bottom-center9 AT 111 INDEX: grass190 AT 90
(672,576) -> (32, 32) (672,576) -> (32, 32)
INDEX: bottom-center10 AT 112 INDEX: grass191 AT 91
(704,576) -> (32, 32)
INDEX: grass192 AT 92
(736,576) -> (32, 32)
INDEX: grass193 AT 93
(768,576) -> (32, 32)
INDEX: grass194 AT 94
(800,576) -> (32, 32)
INDEX: grass195 AT 95
(832,576) -> (32, 32)
INDEX: grass196 AT 96
(864,576) -> (32, 32)
INDEX: grass197 AT 97
(896,576) -> (32, 32)
INDEX: grass198 AT 98
(928,576) -> (32, 32)
INDEX: grass199 AT 99
(960,576) -> (32, 32)
INDEX: grass1100 AT 100
(992,576) -> (32, 32)
INDEX: grass1101 AT 101
(1024,576) -> (32, 32)
INDEX: grass1102 AT 102
(-32,608) -> (32, 32)
INDEX: grass1103 AT 103
(0,608) -> (32, 32)
INDEX: grass1104 AT 104
(32,608) -> (32, 32)
INDEX: grass1105 AT 105
(64,608) -> (32, 32)
INDEX: grass1106 AT 106
(96,608) -> (32, 32)
INDEX: grass1107 AT 107
(128,608) -> (32, 32)
INDEX: grass1108 AT 108
(160,608) -> (32, 32)
INDEX: grass1109 AT 109
(192,608) -> (32, 32)
INDEX: grass1110 AT 110
(224,608) -> (32, 32)
INDEX: grass1111 AT 111
(256,608) -> (32, 32)
INDEX: grass1112 AT 112
(288,608) -> (32, 32)
INDEX: grass1113 AT 113
(320,608) -> (32, 32)
INDEX: grass1114 AT 114
(352,608) -> (32, 32)
INDEX: grass1115 AT 115
(384,608) -> (32, 32) (384,608) -> (32, 32)
INDEX: bottom-center11 AT 113 INDEX: grass1116 AT 116
(416,608) -> (32, 32) (416,608) -> (32, 32)
INDEX: bottom-center12 AT 114 INDEX: grass1117 AT 117
(448,608) -> (32, 32) (448,608) -> (32, 32)
INDEX: bottom-center13 AT 115 INDEX: grass1118 AT 118
(480,608) -> (32, 32) (480,608) -> (32, 32)
INDEX: bottom-center14 AT 116 INDEX: grass1119 AT 119
(512,608) -> (32, 32) (512,608) -> (32, 32)
INDEX: bottom-center15 AT 117 INDEX: grass1120 AT 120
(544,608) -> (32, 32) (544,608) -> (32, 32)
INDEX: bottom-center16 AT 118 INDEX: grass1121 AT 121
(576,608) -> (32, 32) (576,608) -> (32, 32)
INDEX: bottom-center17 AT 119 INDEX: grass1122 AT 122
(608,608) -> (32, 32) (608,608) -> (32, 32)
INDEX: bottom-center18 AT 120 INDEX: grass1123 AT 123
(640,608) -> (32, 32) (640,608) -> (32, 32)
INDEX: bottom-center19 AT 121 INDEX: grass1124 AT 124
(672,608) -> (32, 32) (672,608) -> (32, 32)
INDEX: bottom-center20 AT 122 INDEX: grass1125 AT 125
(704,608) -> (32, 32)
INDEX: grass1126 AT 126
(736,608) -> (32, 32)
INDEX: grass1127 AT 127
(768,608) -> (32, 32)
INDEX: grass1128 AT 128
(800,608) -> (32, 32)
INDEX: grass1129 AT 129
(832,608) -> (32, 32)
INDEX: grass1130 AT 130
(864,608) -> (32, 32)
INDEX: grass1131 AT 131
(896,608) -> (32, 32)
INDEX: grass1132 AT 132
(928,608) -> (32, 32)
INDEX: grass1133 AT 133
(960,608) -> (32, 32)
INDEX: grass1134 AT 134
(992,608) -> (32, 32)
INDEX: grass1135 AT 135
(1024,608) -> (32, 32)
INDEX: grass1136 AT 136
(-32,640) -> (32, 32)
INDEX: grass1137 AT 137
(0,640) -> (32, 32)
INDEX: grass1138 AT 138
(32,640) -> (32, 32)
INDEX: grass1139 AT 139
(64,640) -> (32, 32)
INDEX: grass1140 AT 140
(96,640) -> (32, 32)
INDEX: grass1141 AT 141
(128,640) -> (32, 32)
INDEX: grass1142 AT 142
(160,640) -> (32, 32)
INDEX: grass1143 AT 143
(192,640) -> (32, 32)
INDEX: grass1144 AT 144
(224,640) -> (32, 32)
INDEX: grass1145 AT 145
(256,640) -> (32, 32)
INDEX: grass1146 AT 146
(288,640) -> (32, 32)
INDEX: grass1147 AT 147
(320,640) -> (32, 32)
INDEX: grass1148 AT 148
(352,640) -> (32, 32)
INDEX: grass1149 AT 149
(384,640) -> (32, 32) (384,640) -> (32, 32)
INDEX: bottom-center21 AT 123 INDEX: grass1150 AT 150
(416,640) -> (32, 32) (416,640) -> (32, 32)
INDEX: bottom-center22 AT 124 INDEX: grass1151 AT 151
(448,640) -> (32, 32) (448,640) -> (32, 32)
INDEX: bottom-center23 AT 125 INDEX: grass1152 AT 152
(480,640) -> (32, 32) (480,640) -> (32, 32)
INDEX: bottom-center24 AT 126 INDEX: grass1153 AT 153
(512,640) -> (32, 32) (512,640) -> (32, 32)
INDEX: bottom-center25 AT 127 INDEX: grass1154 AT 154
(544,640) -> (32, 32) (544,640) -> (32, 32)
INDEX: bottom-center26 AT 128 INDEX: grass1155 AT 155
(576,640) -> (32, 32) (576,640) -> (32, 32)
INDEX: bottom-center27 AT 129 INDEX: grass1156 AT 156
(608,640) -> (32, 32) (608,640) -> (32, 32)
INDEX: bottom-center28 AT 130 INDEX: grass1157 AT 157
(640,640) -> (32, 32) (640,640) -> (32, 32)
INDEX: bottom-center29 AT 131 INDEX: grass1158 AT 158
(672,640) -> (32, 32) (672,640) -> (32, 32)
INDEX: green-sheel AT 132 INDEX: grass1159 AT 159
(163,553) -> (25, 22) (704,640) -> (32, 32)
INDEX: brick AT 133 INDEX: grass1160 AT 160
(128,448) -> (32, 32) (736,640) -> (32, 32)
INDEX: mystery-bloc AT 134 INDEX: grass1161 AT 161
(160,448) -> (32, 32) (768,640) -> (32, 32)
INDEX: mario AT 135 INDEX: grass1162 AT 162
(547,544) -> (25, 32) (800,640) -> (32, 32)
Grass collided with Mario from bottom INDEX: grass1163 AT 163
Grass collided with Mario from bottom (832,640) -> (32, 32)
Grass collided with Mario from bottom INDEX: grass1164 AT 164
Grass collided with Mario from bottom (864,640) -> (32, 32)
Grass collided with Mario from bottom INDEX: grass1165 AT 165
Grass collided with Mario from bottom (896,640) -> (32, 32)
Grass collided with Mario from bottom INDEX: grass1166 AT 166
Grass collided with Mario from bottom (928,640) -> (32, 32)
Grass collided with Mario from bottom INDEX: grass1167 AT 167
Grass collided with Mario from bottom (960,640) -> (32, 32)
Grass collided with Mario from bottom INDEX: grass1168 AT 168
Grass collided with Mario from bottom (992,640) -> (32, 32)
Grass collided with Mario from bottom INDEX: grass1169 AT 169
Grass collided with Mario from bottom (1024,640) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc10 AT 170
Grass collided with Mario from bottom (320,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc11 AT 171
Grass collided with Mario from bottom (352,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc12 AT 172
Grass collided with Mario from bottom (384,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc13 AT 173
Grass collided with Mario from bottom (416,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc14 AT 174
Grass collided with Mario from bottom (448,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc15 AT 175
Grass collided with Mario from bottom (480,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc16 AT 176
Grass collided with Mario from bottom (512,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc17 AT 177
Grass collided with Mario from bottom (544,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc18 AT 178
Grass collided with Mario from bottom (576,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc19 AT 179
Grass collided with Mario from bottom (608,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc110 AT 180
Grass collided with Mario from bottom (640,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc111 AT 181
Grass collided with Mario from bottom (672,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc112 AT 182
Grass collided with Mario from bottom (704,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc113 AT 183
Grass collided with Mario from bottom (736,448) -> (32, 32)
Grass collided with Mario from bottom INDEX: bloc20 AT 184
Grass collided with Mario from bottom (736,416) -> (32, 32)
Grass collided with Mario from bottom INDEX: green-sheel AT 185
Grass collided with Mario from bottom (387,361) -> (25, 22)
Grass collided with Mario from bottom INDEX: brick AT 186
Grass collided with Mario from bottom (96,416) -> (32, 32)
Grass collided with Mario from bottom INDEX: brick2 AT 187
Grass collided with Mario from bottom (320,416) -> (32, 32)
Grass collided with Mario from bottom INDEX: mystery-bloc AT 188
Grass collided with Mario from bottom (160,416) -> (32, 32)
Grass collided with Mario from bottom INDEX: mario AT 189
Grass collided with Mario from bottom (547,416) -> (25, 32)
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom
Grass collided with Mario from bottom

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@ -31,28 +31,34 @@ int main(int argc, char* argv[]) {
/* [2] On definit le terrain /* [2] On definit le terrain
=========================================================*/ =========================================================*/
// On cree un bout du terrain // On cree un bout du terrain
xMarioGrass g1(mgr, (SDL_Rect){-1, 20-2, 32+2, 3} ); xMarioGrass g1(mgr, (SDL_Rect){-1, 20-4, 32+2, 5} );
g1.push("grass1"); g1.push("grass1");
// On cree un bout du terrain // On cree un bout du terrain
xMarioGrass btmcenter(mgr, (SDL_Rect){12, 20-2, 10, 3} ); xMarioBloc b1(mgr, (SDL_Rect){10, 20-6, 14, 1});
btmcenter.push("bottom-center"); b1.push("bloc1");
xMarioBloc b2(mgr, (SDL_Rect){23, 20-7, 1, 1});
b2.push("bloc2");
/* [3] Gestion des blocs /* [3] Gestion des blocs
=========================================================*/ =========================================================*/
// On cree une coquille verte // On cree une coquille verte
xMarioGreenShell gs(mgr, 5, 20-3); xMarioGreenShell gs(mgr, 20-8, 20-9);
gs.push("green-sheel"); gs.push("green-sheel");
gs.start(80, SPRITE_ANIM_INFINITE); gs.start(80, SPRITE_ANIM_INFINITE);
// On cree une brique // On cree une brique
xMarioBrick mBrick(mgr, 4, 20-6, 10); // 10 sauts xMarioBrick mBrick(mgr, 3, 20-7, 10); // 10 sauts
mBrick.push("brick"); mBrick.push("brick");
xMarioBrick mBrick2(mgr, 10, 20-7, 5); // 5 sauts
mBrick2.push("brick2");
// On cree un bloc mystere // On cree un bloc mystere
xMarioMysteryBloc mMystery(mgr, 5, 20-6, 2); // 2 sauts xMarioMysteryBloc mMystery(mgr, 5, 20-7, 2); // 2 sauts
mMystery.push("mystery-bloc"); mMystery.push("mystery-bloc");
mMystery.start(150, SPRITE_ANIM_INFINITE); mMystery.start(150, SPRITE_ANIM_INFINITE);
@ -60,7 +66,7 @@ int main(int argc, char* argv[]) {
// On cree mario // On cree mario
mario = new xMarioMario(mgr, 17, 20-3); mario = new xMarioMario(mgr, 17, 20-7);
mario->push("mario"); mario->push("mario");
mario->start(100, SPRITE_ANIM_INFINITE); mario->start(100, SPRITE_ANIM_INFINITE);

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@ -1,16 +1,19 @@
A FAIRE A FAIRE
======= =======
- [ ] Verifier toute la trajectoire pour move()
- [x][ ] Gestion du saut unique ou double (limitation) - [x][ ] Gestion du saut unique ou double (limitation)
- [ ] Gestion du terrain (grass, bloc) sous forme de tableau de points (polygone)
EN COURS EN COURS
======== ========
- [ ] Verifier toute la trajectoire pour move()
- [x] Refaire texture xGreenShell - [x] Refaire texture xGreenShell
- [ ] Gestion arret animation + reprise (switch) - [ ] Gestion arret animation + reprise (switch)
- [ ] Gestion du deplacement xGreenShell - [ ] Gestion du deplacement xGreenShell
FAIT FAIT
==== ====
- [x] Gestion direction collision en fonction des verifs de collide()
- [x] Erreur saut infini mario - [x] Erreur saut infini mario
- [x] Erreur -> Gestion params velocite en fonction taille bloc - [x] Erreur -> Gestion params velocite en fonction taille bloc

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@ -96,8 +96,12 @@ void xMarioBreakableBloc::active(bool active){
/* [ONCOLLIDE] Gestion des collisions /* [ONCOLLIDE] Gestion des collisions
=========================================================*/ =========================================================*/
void xMarioBreakableBloc::onCollide(vector<int> from, xSprite* by){ void xMarioBreakableBloc::onCollide(vector<bool> from, xSprite* by){
/* (1) Saut de mario */ /* (1) Saut de mario */
if( by->getType() == "Mario" && from[1] == -1 ) if( by->getType() == "Mario" && from[3] )
this->jump();
/* (2) Collision laterale par objet mobile */
if( by->getType() == "green-shell" && (from[0]||from[1]) )
this->jump(); this->jump();
} }

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@ -8,7 +8,7 @@
xMarioBreakableBloc(xManager *manager, const char *url, int x, int y, int nb=1); // Spritesheet avec taille de chaque sprite xMarioBreakableBloc(xManager *manager, const char *url, int x, int y, int nb=1); // Spritesheet avec taille de chaque sprite
// Surcharge parent // Surcharge parent
void onCollide(vector<int> from, xSprite* by); void onCollide(vector<bool> from, xSprite* by);
void jump(); // Effectue l'animation d'activation (debut/saut) void jump(); // Effectue l'animation d'activation (debut/saut)

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@ -14,6 +14,7 @@ xMarioBloc::xMarioBloc(xManager *m, SDL_Rect rect){
/* (1) On charge la texture */ /* (1) On charge la texture */
_spritesheet = IMG_LoadTexture(_manager->renderer(), "src/blocs.png"); _spritesheet = IMG_LoadTexture(_manager->renderer(), "src/blocs.png");
// Evite de la dupliquer, uniquement des pointeurs
int index = 0; int index = 0;
@ -24,6 +25,9 @@ xMarioBloc::xMarioBloc(xManager *m, SDL_Rect rect){
// On cree une copie du spritesheet // On cree une copie du spritesheet
this->add( new xSprite(_manager, _spritesheet) ); this->add( new xSprite(_manager, _spritesheet) );
// On definit le tyoe
_sprites[index]->setType("Bloc");
this->get(index)->dimensions( this->get(index)->dimensions(
(SDL_Rect){BLOC_SIZE*x, BLOC_SIZE*y, BLOC_SIZE, BLOC_SIZE}, (SDL_Rect){BLOC_SIZE*x, BLOC_SIZE*y, BLOC_SIZE, BLOC_SIZE},
(SDL_Rect){0, 153, 16, 16} (SDL_Rect){0, 153, 16, 16}

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@ -14,7 +14,7 @@ xMarioGrass::xMarioGrass(xManager *m, SDL_Rect rect){
/* (1) On charge la texture */ /* (1) On charge la texture */
_spritesheet = IMG_LoadTexture(_manager->renderer(), "src/ground.png"); _spritesheet = IMG_LoadTexture(_manager->renderer(), "src/ground.png");
// Evite de la dupliquer, uniquement des pointeurs
int index = 0; int index = 0;

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@ -53,13 +53,12 @@ xMarioMario::xMarioMario(xManager *m, int x, int y)
void xMarioMario::moveFromVelocity(){ void xMarioMario::moveFromVelocity(){
/* (1) Si aucune collision, on deplace */ /* (1) Si aucune collision, on deplace */
vector<int> after; vector<int> after = this->move(_velocity[0], _velocity[1]);
after = this->move(_velocity[0], _velocity[1]);
/* (2) On modifie la velocite en fonction des collisions */ /* (2) On modifie la velocite en fonction des collisions */
_velocity[0] = (double) after[2]; _velocity[0] = (double) after[0];
_velocity[1] = (double) after[3]; _velocity[1] = (double) after[1];
/* (3) Modification du sprite en fonction du mouvement */ /* (3) Modification du sprite en fonction du mouvement */

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@ -82,7 +82,6 @@ SDL_Renderer* xManager::renderer(){ return _renderer; }
bool xManager::setBackground(Uint8 r, Uint8 g, Uint8 b, Uint8 a){ bool xManager::setBackground(Uint8 r, Uint8 g, Uint8 b, Uint8 a){
if( !this->status() ) return false; if( !this->status() ) return false;
SDL_SetRenderDrawColor( _renderer, r, g, b, a ); SDL_SetRenderDrawColor( _renderer, r, g, b, a );
return true; return true;
@ -103,96 +102,39 @@ bool xManager::setImage(const char *url){
/* [HIT] Retourne si une texture est en collision avec une autre
=========================================================*/
// bool xManager::hit(SDL_Texture *current, int movex, int movey){
// // Anti conflit inter-thread
// _mutex_hit.try_lock();
// /* (1) On recupere le SDL_Rect destination du sprite courant */
// int xIndex = -1;
// for( int i = 0 ; i < _sprites.size() ; i++ )
// if( _sprites[i] == current )
// xIndex = i;
// if( xIndex == -1 ){
// _mutex_hit.unlock();
// return false;
// }
// SDL_Rect a = (SDL_Rect){
// (*_dst[xIndex]).x+movex,
// (*_dst[xIndex]).y+movey,
// (*_dst[xIndex]).w,
// (*_dst[xIndex]).h
// };
// SDL_Rect b;
// /* (2) On regarde si en dehors de la fenetre */
// for( int y = a.y ; y < a.y+a.h ; y++ )
// for( int x = a.x ; x < a.x+a.w ; x++ )
// if( x < _winrect.x || x > _winrect.x+_winrect.w || y < _winrect.y || y>_winrect.y+_winrect.h ){
// // On debloque la ressource
// _mutex_hit.unlock();
// return true;
// }
// /* (3) On compare avec toutes les autres textures */
// for( int i = 0 ; i < _sprites.size() ; i++ ){
// // Si c'est pas le sprite courant
// if( _sprites[i] != current ){
// // taille du sprite en cours
// b.x = (*_dst[i]).x;
// b.y = (*_dst[i]).y;
// b.w = (*_dst[i]).w;
// b.h = (*_dst[i]).h;
// for( int y = a.y ; y < a.y+a.h ; y++ )
// for( int x = a.x ; x < a.x+a.w ; x++ )
// if( x>=b.x && x<=b.x+b.w && y>=b.y && y<=b.y+b.h ){
// // On debloque la ressource
// _mutex_hit.unlock();
// return true;
// }
// }
// }
// // On debloque la ressource
// _mutex_hit.unlock();
// return false;
// }
/* [COLLIDE] Retourne si 2 objets sont en collision /* [COLLIDE] Retourne si 2 objets sont en collision
=========================================================*/ =========================================================*/
bool xManager::collide(SDL_Rect a, SDL_Rect b){ // collisions <vector<bool>*>
// [0] -> VRAI si collision a droite
// [1] -> VRAI si collision a gauche
// [2] -> VRAI si collision en haut
// [3] -> VRAI si collision en bas
bool xManager::collide(SDL_Rect a, SDL_Rect b, vector<bool>& cols){
if( !this->status() ) return true; if( !this->status() ) return true;
bool notCollide = // Verification de collisions
(a.x >= b.x+b.w ) // Inclus a droite bool outLeft = (a.x >= b.x+b.w ); // Trop a droite
|| (a.x+a.w <= b.x ) // Inclus a gauche bool outRight = (a.x+a.w <= b.x ); // Trop a gauche
|| (a.y >= b.y+b.h ) // Inclus en haut bool outUp = (a.y >= b.y+b.h ); // Trop en haut
|| (a.y+a.h <= b.y ); // Inclus en bas bool outDown = (a.y+a.h <= b.y ); // Trop en bas
// bool collide = (
// ( ( a.x > b.x && a.x < b.x+b.w )
// || ( a.x+a.w > b.x && a.x+a.w < b.x+b.w ) )
// &&
// ( ( a.y > b.y && a.y < b.y+b.h )
// || ( a.y+a.h > b.y && a.y+a.h < b.y+b.h ) )
// );
return !notCollide; // Calcule du bord en question
int distLeft = abs( (a.x+a.w) - b.x );
int distRight = abs( a.x - (b.x+b.w) );
int distBottom = abs( a.y - (b.y+b.h) );
int distTop = abs( (a.y+a.h) - b.y );
// Valeurs de retour pointeur
cols[0] = !outRight && distRight <= 1; // plus proche de droite
cols[1] = !outLeft && distLeft <= 2; // plus proche de gauche
cols[2] = !outUp && distTop <= 2; // plus proche du haut
cols[3] = !outDown && distBottom <= 1; // plus proche du bas
// On retourne si il y a collision ou pas
return !( outRight || outLeft || outUp || outDown );
} }
@ -228,13 +170,9 @@ bool xManager::hit(xSprite* current, int movex, int movey){
a.y += movey; a.y += movey;
// Contiendra le sens de collision // Contiendra le sens de collision
vector<int> collideFrom; vector<bool> collideFrom(4, false);
collideFrom.push_back( (movex!=0) ? (int)( movex / abs(movex) ) : 0 ); // Contiendra le sens de collision
collideFrom.push_back( (movey!=0) ? (int)( movey / abs(movey) ) : 0 ); vector<bool> collideTo(4, false);
vector<int> collideTo;
collideTo.push_back( -collideFrom[0] );
collideTo.push_back( -collideFrom[1] );
/* (2) On regarde si en dehors de la fenetre */ /* (2) On regarde si en dehors de la fenetre */
@ -260,12 +198,19 @@ bool xManager::hit(xSprite* current, int movex, int movey){
if( _sprites[i] != current ){ if( _sprites[i] != current ){
// On verifie que le sprite n'entre pas en collision // On verifie que le sprite n'entre pas en collision
if( this->collide(a, *(_sprites[i])->dst()) ){ if( this->collide(a, *(_sprites[i])->dst(), collideTo) ){
// On recupere la surface en collision inverse
collideFrom[0] = collideTo[1]; // On inverse Droite
collideFrom[1] = collideTo[0]; // et Gauche
collideFrom[2] = collideTo[3]; // On inverse Haut
collideFrom[3] = collideTo[2]; // et Bas
// On lance les listeners de collision // On lance les listeners de collision
_sprites[i]->onCollide(collideFrom, current); _sprites[i]->onCollide(collideTo, current);
current->onCollide(collideTo, _sprites[i]); current->onCollide(collideFrom, _sprites[i]);
_debug = *(_sprites[i])->dst(); _debug = *(_sprites[i])->dst();
@ -285,6 +230,8 @@ bool xManager::hit(xSprite* current, int movex, int movey){
} }
/* [HIT] Retourne si une texture est en collision avec une autre /* [HIT] Retourne si une texture est en collision avec une autre
=========================================================*/ =========================================================*/
bool xManager::hit(string current, int movex, int movey){ bool xManager::hit(string current, int movex, int movey){

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@ -13,7 +13,7 @@
bool setImage(const char *url); bool setImage(const char *url);
bool collide(SDL_Rect a, SDL_Rect b); // Collision entre 2 SDL_Rect bool collide(SDL_Rect a, SDL_Rect b, vector<bool>& cols); // Collision entre 2 SDL_Rect
bool hit(xSprite *current, int movex=0, int movey=0); // Gestion des collisions bool hit(xSprite *current, int movex=0, int movey=0); // Gestion des collisions
bool hit(string current, int movex=0, int movey=0); // Gestion des collisions bool hit(string current, int movex=0, int movey=0); // Gestion des collisions

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@ -128,57 +128,18 @@ void xSprite::setTexture(SDL_Texture *t){
return; return;
} }
/* [MOVE] Modification de la position/taille du sprite
=========================================================*/
vector<int> xSprite::move(SDL_Rect newpos){
vector<int> result;
if( !_manager->hit(this, newpos.x, newpos.y) ){
if( newpos.x != 0 )
_dst.x = newpos.x;
if( newpos.y != 0 )
_dst.y = newpos.y;
if( newpos.w != 0 )
_dst.w = newpos.w;
if( newpos.h != 0)
_dst.h = newpos.h;
}
result.push_back( newpos.x );
result.push_back( newpos.y );
result.push_back( newpos.w );
result.push_back( newpos.h );
return result;
}
/* [MOVE] Deplacement de la position/taille du sprite /* [MOVE] Deplacement de la position/taille du sprite
=========================================================*/ =========================================================*/
// renvoie un tableau d'au moins 4 entiers // @return -> tableau de 2 entiers
// 1 -> -1 ou 1 en fonction de la direction de la collision sur x // 0 -> le deplacement effectif sur x
// 2 -> -1 ou 1 en fonction de la direction de la collision sur y // 1 -> le deplacement effectif sur y
// 3 -> le deplacement effectif sur x
// 4 -> le deplacement effectif sur y
// //
vector<int> xSprite::move(int x, int y){ vector<int> xSprite::move(int x, int y){
// Protection inter-thread // Protection inter-thread
_mutex_move.try_lock(); _mutex_move.try_lock();
vector<int> result; vector<int> result(2, 0);
result.push_back( (x!=0) ? (int)( x / abs(x) ) : 0 );
result.push_back( (y!=0) ? (int)( y / abs(y) ) : 0 );
result.push_back(0);
result.push_back(0);
/* (1) Variables utiles */ /* (1) Variables utiles */
@ -192,9 +153,8 @@ vector<int> xSprite::move(int x, int y){
/* (2) Tant qu'on peut bouger (ni x ni y ne vaut 0) */ /* (2) Tant qu'on peut bouger (ni x ni y ne vaut 0) */
while( incrx!=0 || incry!=0 ){ while( incrx!=0 || incry!=0 ){
result[2] = incrx; result[0] = incrx;
result[3] = incry; result[1] = incry;
/* (3) Si on peut aller a la destination */ /* (3) Si on peut aller a la destination */
if( !_manager->hit(this, incrx, incry) ){ if( !_manager->hit(this, incrx, incry) ){
@ -203,8 +163,8 @@ vector<int> xSprite::move(int x, int y){
// cerr << ">>> not locked <<<" << endl; // cerr << ">>> not locked <<<" << endl;
result[2] = incrx; result[0] = incrx;
result[3] = incry; result[1] = incry;
_mutex_move.unlock(); _mutex_move.unlock();
return result; return result;
@ -241,21 +201,24 @@ vector<int> xSprite::move(int x, int y){
} }
/* [ONCOLLIDE] Action en cas de collision /* [ONCOLLIDE] Action en cas de collision
=========================================================*/ =========================================================*/
void xSprite::onCollide(vector<int> from, xSprite* by){ void xSprite::onCollide(vector<bool> from, xSprite* by){
if( from[0] == 0 && from[1] == 0 ) // if( from[0] == 0 && from[1] == 0 )
return; // return;
cerr << _type << " collided with " << by->_type << " from "; // cerr << _type << " collided with " << by->_type << " from ";
if( from[0] != 0 ) // if( from[0] != 0 )
cerr << ((from[0]==1)?"right":"left") << endl; // cerr << ((from[0]==1)?"right":"left") << endl;
if( from[1] != 0 ) // if( from[1] != 0 )
cerr << ((from[1]==1)?"bottom":"top") << endl; // cerr << ((from[1]==1)?"bottom":"top") << endl;
} }

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@ -17,11 +17,10 @@
void setTexture(SDL_Texture *t); // Sprite texture void setTexture(SDL_Texture *t); // Sprite texture
vector<int> move(SDL_Rect newpos); // Deplace le sprite
vector<int> move(int x, int y); // Deplace le sprite vector<int> move(int x, int y); // Deplace le sprite
// Action en cas de collision // Action en cas de collision
virtual void onCollide(vector<int> from, xSprite* by); virtual void onCollide(vector<bool> from, xSprite* by);
string getType(); // renvoie le type de sprite string getType(); // renvoie le type de sprite
void setType(string newtype); // modifie le type de sprite void setType(string newtype); // modifie le type de sprite