- [x] Gestion direction collision en fonction des verifs de collide()
This commit is contained in:
parent
09cc1952f1
commit
f6e8d0ec23
499
SDL#4/err.log
499
SDL#4/err.log
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@ -1,345 +1,382 @@
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WINDOW CREATED
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RENDERER CREATED
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INDEX: grass10 AT 0
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(-32,576) -> (32, 32)
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(-32,512) -> (32, 32)
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INDEX: grass11 AT 1
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(0,576) -> (32, 32)
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(0,512) -> (32, 32)
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INDEX: grass12 AT 2
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(32,576) -> (32, 32)
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(32,512) -> (32, 32)
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INDEX: grass13 AT 3
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(64,576) -> (32, 32)
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(64,512) -> (32, 32)
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INDEX: grass14 AT 4
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(96,576) -> (32, 32)
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(96,512) -> (32, 32)
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INDEX: grass15 AT 5
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(128,576) -> (32, 32)
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(128,512) -> (32, 32)
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INDEX: grass16 AT 6
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(160,576) -> (32, 32)
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(160,512) -> (32, 32)
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INDEX: grass17 AT 7
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(192,576) -> (32, 32)
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(192,512) -> (32, 32)
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INDEX: grass18 AT 8
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(224,576) -> (32, 32)
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(224,512) -> (32, 32)
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INDEX: grass19 AT 9
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(256,576) -> (32, 32)
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(256,512) -> (32, 32)
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INDEX: grass110 AT 10
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(288,576) -> (32, 32)
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(288,512) -> (32, 32)
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INDEX: grass111 AT 11
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(320,576) -> (32, 32)
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(320,512) -> (32, 32)
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INDEX: grass112 AT 12
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(352,576) -> (32, 32)
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(352,512) -> (32, 32)
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INDEX: grass113 AT 13
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(384,576) -> (32, 32)
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(384,512) -> (32, 32)
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INDEX: grass114 AT 14
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(416,576) -> (32, 32)
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(416,512) -> (32, 32)
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INDEX: grass115 AT 15
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(448,576) -> (32, 32)
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(448,512) -> (32, 32)
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INDEX: grass116 AT 16
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(480,576) -> (32, 32)
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(480,512) -> (32, 32)
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INDEX: grass117 AT 17
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(512,576) -> (32, 32)
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(512,512) -> (32, 32)
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INDEX: grass118 AT 18
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(544,576) -> (32, 32)
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(544,512) -> (32, 32)
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INDEX: grass119 AT 19
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(576,576) -> (32, 32)
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(576,512) -> (32, 32)
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INDEX: grass120 AT 20
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(608,576) -> (32, 32)
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(608,512) -> (32, 32)
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INDEX: grass121 AT 21
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(640,576) -> (32, 32)
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(640,512) -> (32, 32)
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INDEX: grass122 AT 22
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(672,576) -> (32, 32)
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(672,512) -> (32, 32)
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INDEX: grass123 AT 23
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(704,576) -> (32, 32)
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(704,512) -> (32, 32)
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INDEX: grass124 AT 24
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(736,576) -> (32, 32)
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(736,512) -> (32, 32)
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INDEX: grass125 AT 25
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(768,576) -> (32, 32)
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(768,512) -> (32, 32)
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INDEX: grass126 AT 26
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(800,576) -> (32, 32)
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(800,512) -> (32, 32)
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INDEX: grass127 AT 27
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(832,576) -> (32, 32)
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(832,512) -> (32, 32)
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INDEX: grass128 AT 28
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(864,576) -> (32, 32)
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(864,512) -> (32, 32)
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INDEX: grass129 AT 29
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(896,576) -> (32, 32)
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(896,512) -> (32, 32)
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INDEX: grass130 AT 30
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(928,576) -> (32, 32)
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(928,512) -> (32, 32)
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INDEX: grass131 AT 31
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(960,576) -> (32, 32)
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(960,512) -> (32, 32)
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INDEX: grass132 AT 32
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(992,576) -> (32, 32)
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(992,512) -> (32, 32)
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INDEX: grass133 AT 33
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(1024,576) -> (32, 32)
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(1024,512) -> (32, 32)
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INDEX: grass134 AT 34
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(-32,608) -> (32, 32)
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(-32,544) -> (32, 32)
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INDEX: grass135 AT 35
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(0,608) -> (32, 32)
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(0,544) -> (32, 32)
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INDEX: grass136 AT 36
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(32,608) -> (32, 32)
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(32,544) -> (32, 32)
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INDEX: grass137 AT 37
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(64,608) -> (32, 32)
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(64,544) -> (32, 32)
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INDEX: grass138 AT 38
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(96,608) -> (32, 32)
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(96,544) -> (32, 32)
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INDEX: grass139 AT 39
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(128,608) -> (32, 32)
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(128,544) -> (32, 32)
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INDEX: grass140 AT 40
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(160,608) -> (32, 32)
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(160,544) -> (32, 32)
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INDEX: grass141 AT 41
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(192,608) -> (32, 32)
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(192,544) -> (32, 32)
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INDEX: grass142 AT 42
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(224,608) -> (32, 32)
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(224,544) -> (32, 32)
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INDEX: grass143 AT 43
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(256,608) -> (32, 32)
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(256,544) -> (32, 32)
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INDEX: grass144 AT 44
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(288,608) -> (32, 32)
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(288,544) -> (32, 32)
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INDEX: grass145 AT 45
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(320,608) -> (32, 32)
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(320,544) -> (32, 32)
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INDEX: grass146 AT 46
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(352,608) -> (32, 32)
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(352,544) -> (32, 32)
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INDEX: grass147 AT 47
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(384,608) -> (32, 32)
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(384,544) -> (32, 32)
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INDEX: grass148 AT 48
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(416,608) -> (32, 32)
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(416,544) -> (32, 32)
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INDEX: grass149 AT 49
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(448,608) -> (32, 32)
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(448,544) -> (32, 32)
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INDEX: grass150 AT 50
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(480,608) -> (32, 32)
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(480,544) -> (32, 32)
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INDEX: grass151 AT 51
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(512,608) -> (32, 32)
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(512,544) -> (32, 32)
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INDEX: grass152 AT 52
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(544,608) -> (32, 32)
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(544,544) -> (32, 32)
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INDEX: grass153 AT 53
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(576,608) -> (32, 32)
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(576,544) -> (32, 32)
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INDEX: grass154 AT 54
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(608,608) -> (32, 32)
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(608,544) -> (32, 32)
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INDEX: grass155 AT 55
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(640,608) -> (32, 32)
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(640,544) -> (32, 32)
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INDEX: grass156 AT 56
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(672,608) -> (32, 32)
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(672,544) -> (32, 32)
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INDEX: grass157 AT 57
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(704,608) -> (32, 32)
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(704,544) -> (32, 32)
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INDEX: grass158 AT 58
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(736,608) -> (32, 32)
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(736,544) -> (32, 32)
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INDEX: grass159 AT 59
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(768,608) -> (32, 32)
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(768,544) -> (32, 32)
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INDEX: grass160 AT 60
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(800,608) -> (32, 32)
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(800,544) -> (32, 32)
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INDEX: grass161 AT 61
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(832,608) -> (32, 32)
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(832,544) -> (32, 32)
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INDEX: grass162 AT 62
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(864,608) -> (32, 32)
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(864,544) -> (32, 32)
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INDEX: grass163 AT 63
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(896,608) -> (32, 32)
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(896,544) -> (32, 32)
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INDEX: grass164 AT 64
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(928,608) -> (32, 32)
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(928,544) -> (32, 32)
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INDEX: grass165 AT 65
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(960,608) -> (32, 32)
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(960,544) -> (32, 32)
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INDEX: grass166 AT 66
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(992,608) -> (32, 32)
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(992,544) -> (32, 32)
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INDEX: grass167 AT 67
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(1024,608) -> (32, 32)
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(1024,544) -> (32, 32)
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INDEX: grass168 AT 68
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(-32,640) -> (32, 32)
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(-32,576) -> (32, 32)
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INDEX: grass169 AT 69
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(0,640) -> (32, 32)
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(0,576) -> (32, 32)
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INDEX: grass170 AT 70
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(32,640) -> (32, 32)
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(32,576) -> (32, 32)
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INDEX: grass171 AT 71
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(64,640) -> (32, 32)
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(64,576) -> (32, 32)
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INDEX: grass172 AT 72
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(96,640) -> (32, 32)
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(96,576) -> (32, 32)
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INDEX: grass173 AT 73
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(128,640) -> (32, 32)
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(128,576) -> (32, 32)
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INDEX: grass174 AT 74
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(160,640) -> (32, 32)
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(160,576) -> (32, 32)
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INDEX: grass175 AT 75
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(192,640) -> (32, 32)
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(192,576) -> (32, 32)
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INDEX: grass176 AT 76
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(224,640) -> (32, 32)
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(224,576) -> (32, 32)
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INDEX: grass177 AT 77
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(256,640) -> (32, 32)
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(256,576) -> (32, 32)
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INDEX: grass178 AT 78
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(288,640) -> (32, 32)
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(288,576) -> (32, 32)
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INDEX: grass179 AT 79
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(320,640) -> (32, 32)
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(320,576) -> (32, 32)
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INDEX: grass180 AT 80
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(352,640) -> (32, 32)
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(352,576) -> (32, 32)
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INDEX: grass181 AT 81
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(384,640) -> (32, 32)
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INDEX: grass182 AT 82
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(416,640) -> (32, 32)
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INDEX: grass183 AT 83
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(448,640) -> (32, 32)
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INDEX: grass184 AT 84
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(480,640) -> (32, 32)
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INDEX: grass185 AT 85
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(512,640) -> (32, 32)
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INDEX: grass186 AT 86
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(544,640) -> (32, 32)
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INDEX: grass187 AT 87
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(576,640) -> (32, 32)
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INDEX: grass188 AT 88
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(608,640) -> (32, 32)
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INDEX: grass189 AT 89
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(640,640) -> (32, 32)
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INDEX: grass190 AT 90
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(672,640) -> (32, 32)
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INDEX: grass191 AT 91
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(704,640) -> (32, 32)
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INDEX: grass192 AT 92
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(736,640) -> (32, 32)
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INDEX: grass193 AT 93
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(768,640) -> (32, 32)
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INDEX: grass194 AT 94
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(800,640) -> (32, 32)
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INDEX: grass195 AT 95
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(832,640) -> (32, 32)
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INDEX: grass196 AT 96
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(864,640) -> (32, 32)
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INDEX: grass197 AT 97
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(896,640) -> (32, 32)
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INDEX: grass198 AT 98
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(928,640) -> (32, 32)
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INDEX: grass199 AT 99
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(960,640) -> (32, 32)
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INDEX: grass1100 AT 100
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(992,640) -> (32, 32)
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INDEX: grass1101 AT 101
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(1024,640) -> (32, 32)
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INDEX: bottom-center0 AT 102
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(384,576) -> (32, 32)
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INDEX: bottom-center1 AT 103
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INDEX: grass182 AT 82
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(416,576) -> (32, 32)
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INDEX: bottom-center2 AT 104
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INDEX: grass183 AT 83
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(448,576) -> (32, 32)
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INDEX: bottom-center3 AT 105
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INDEX: grass184 AT 84
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(480,576) -> (32, 32)
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INDEX: bottom-center4 AT 106
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INDEX: grass185 AT 85
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(512,576) -> (32, 32)
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INDEX: bottom-center5 AT 107
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INDEX: grass186 AT 86
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(544,576) -> (32, 32)
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INDEX: bottom-center6 AT 108
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INDEX: grass187 AT 87
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(576,576) -> (32, 32)
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INDEX: bottom-center7 AT 109
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INDEX: grass188 AT 88
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(608,576) -> (32, 32)
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INDEX: bottom-center8 AT 110
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INDEX: grass189 AT 89
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(640,576) -> (32, 32)
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INDEX: bottom-center9 AT 111
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INDEX: grass190 AT 90
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(672,576) -> (32, 32)
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INDEX: bottom-center10 AT 112
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INDEX: grass191 AT 91
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(704,576) -> (32, 32)
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INDEX: grass192 AT 92
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(736,576) -> (32, 32)
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INDEX: grass193 AT 93
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(768,576) -> (32, 32)
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INDEX: grass194 AT 94
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(800,576) -> (32, 32)
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INDEX: grass195 AT 95
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(832,576) -> (32, 32)
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INDEX: grass196 AT 96
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(864,576) -> (32, 32)
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INDEX: grass197 AT 97
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(896,576) -> (32, 32)
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INDEX: grass198 AT 98
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(928,576) -> (32, 32)
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INDEX: grass199 AT 99
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(960,576) -> (32, 32)
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INDEX: grass1100 AT 100
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(992,576) -> (32, 32)
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INDEX: grass1101 AT 101
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(1024,576) -> (32, 32)
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INDEX: grass1102 AT 102
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(-32,608) -> (32, 32)
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INDEX: grass1103 AT 103
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(0,608) -> (32, 32)
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INDEX: grass1104 AT 104
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(32,608) -> (32, 32)
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INDEX: grass1105 AT 105
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(64,608) -> (32, 32)
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INDEX: grass1106 AT 106
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(96,608) -> (32, 32)
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INDEX: grass1107 AT 107
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(128,608) -> (32, 32)
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INDEX: grass1108 AT 108
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(160,608) -> (32, 32)
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INDEX: grass1109 AT 109
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(192,608) -> (32, 32)
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INDEX: grass1110 AT 110
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(224,608) -> (32, 32)
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INDEX: grass1111 AT 111
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(256,608) -> (32, 32)
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INDEX: grass1112 AT 112
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(288,608) -> (32, 32)
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INDEX: grass1113 AT 113
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(320,608) -> (32, 32)
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INDEX: grass1114 AT 114
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(352,608) -> (32, 32)
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INDEX: grass1115 AT 115
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(384,608) -> (32, 32)
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INDEX: bottom-center11 AT 113
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INDEX: grass1116 AT 116
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(416,608) -> (32, 32)
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INDEX: bottom-center12 AT 114
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INDEX: grass1117 AT 117
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(448,608) -> (32, 32)
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INDEX: bottom-center13 AT 115
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INDEX: grass1118 AT 118
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(480,608) -> (32, 32)
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INDEX: bottom-center14 AT 116
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INDEX: grass1119 AT 119
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(512,608) -> (32, 32)
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INDEX: bottom-center15 AT 117
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INDEX: grass1120 AT 120
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(544,608) -> (32, 32)
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INDEX: bottom-center16 AT 118
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INDEX: grass1121 AT 121
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(576,608) -> (32, 32)
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INDEX: bottom-center17 AT 119
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INDEX: grass1122 AT 122
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(608,608) -> (32, 32)
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INDEX: bottom-center18 AT 120
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INDEX: grass1123 AT 123
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(640,608) -> (32, 32)
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INDEX: bottom-center19 AT 121
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INDEX: grass1124 AT 124
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||||
(672,608) -> (32, 32)
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INDEX: bottom-center20 AT 122
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INDEX: grass1125 AT 125
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||||
(704,608) -> (32, 32)
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INDEX: grass1126 AT 126
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||||
(736,608) -> (32, 32)
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INDEX: grass1127 AT 127
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||||
(768,608) -> (32, 32)
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INDEX: grass1128 AT 128
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(800,608) -> (32, 32)
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INDEX: grass1129 AT 129
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(832,608) -> (32, 32)
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INDEX: grass1130 AT 130
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(864,608) -> (32, 32)
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INDEX: grass1131 AT 131
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(896,608) -> (32, 32)
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INDEX: grass1132 AT 132
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(928,608) -> (32, 32)
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INDEX: grass1133 AT 133
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(960,608) -> (32, 32)
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INDEX: grass1134 AT 134
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(992,608) -> (32, 32)
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INDEX: grass1135 AT 135
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(1024,608) -> (32, 32)
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INDEX: grass1136 AT 136
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(-32,640) -> (32, 32)
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INDEX: grass1137 AT 137
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(0,640) -> (32, 32)
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INDEX: grass1138 AT 138
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(32,640) -> (32, 32)
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INDEX: grass1139 AT 139
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(64,640) -> (32, 32)
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INDEX: grass1140 AT 140
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(96,640) -> (32, 32)
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INDEX: grass1141 AT 141
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(128,640) -> (32, 32)
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INDEX: grass1142 AT 142
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(160,640) -> (32, 32)
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INDEX: grass1143 AT 143
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(192,640) -> (32, 32)
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INDEX: grass1144 AT 144
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(224,640) -> (32, 32)
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INDEX: grass1145 AT 145
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(256,640) -> (32, 32)
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INDEX: grass1146 AT 146
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(288,640) -> (32, 32)
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INDEX: grass1147 AT 147
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||||
(320,640) -> (32, 32)
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INDEX: grass1148 AT 148
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(352,640) -> (32, 32)
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INDEX: grass1149 AT 149
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(384,640) -> (32, 32)
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INDEX: bottom-center21 AT 123
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INDEX: grass1150 AT 150
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(416,640) -> (32, 32)
|
||||
INDEX: bottom-center22 AT 124
|
||||
INDEX: grass1151 AT 151
|
||||
(448,640) -> (32, 32)
|
||||
INDEX: bottom-center23 AT 125
|
||||
INDEX: grass1152 AT 152
|
||||
(480,640) -> (32, 32)
|
||||
INDEX: bottom-center24 AT 126
|
||||
INDEX: grass1153 AT 153
|
||||
(512,640) -> (32, 32)
|
||||
INDEX: bottom-center25 AT 127
|
||||
INDEX: grass1154 AT 154
|
||||
(544,640) -> (32, 32)
|
||||
INDEX: bottom-center26 AT 128
|
||||
INDEX: grass1155 AT 155
|
||||
(576,640) -> (32, 32)
|
||||
INDEX: bottom-center27 AT 129
|
||||
INDEX: grass1156 AT 156
|
||||
(608,640) -> (32, 32)
|
||||
INDEX: bottom-center28 AT 130
|
||||
INDEX: grass1157 AT 157
|
||||
(640,640) -> (32, 32)
|
||||
INDEX: bottom-center29 AT 131
|
||||
INDEX: grass1158 AT 158
|
||||
(672,640) -> (32, 32)
|
||||
INDEX: green-sheel AT 132
|
||||
(163,553) -> (25, 22)
|
||||
INDEX: brick AT 133
|
||||
(128,448) -> (32, 32)
|
||||
INDEX: mystery-bloc AT 134
|
||||
(160,448) -> (32, 32)
|
||||
INDEX: mario AT 135
|
||||
(547,544) -> (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
|
||||
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
|
||||
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
|
||||
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
|
||||
Grass collided with Mario from bottom
|
||||
Grass collided with Mario from bottom
|
||||
Grass collided with Mario from bottom
|
||||
INDEX: grass1159 AT 159
|
||||
(704,640) -> (32, 32)
|
||||
INDEX: grass1160 AT 160
|
||||
(736,640) -> (32, 32)
|
||||
INDEX: grass1161 AT 161
|
||||
(768,640) -> (32, 32)
|
||||
INDEX: grass1162 AT 162
|
||||
(800,640) -> (32, 32)
|
||||
INDEX: grass1163 AT 163
|
||||
(832,640) -> (32, 32)
|
||||
INDEX: grass1164 AT 164
|
||||
(864,640) -> (32, 32)
|
||||
INDEX: grass1165 AT 165
|
||||
(896,640) -> (32, 32)
|
||||
INDEX: grass1166 AT 166
|
||||
(928,640) -> (32, 32)
|
||||
INDEX: grass1167 AT 167
|
||||
(960,640) -> (32, 32)
|
||||
INDEX: grass1168 AT 168
|
||||
(992,640) -> (32, 32)
|
||||
INDEX: grass1169 AT 169
|
||||
(1024,640) -> (32, 32)
|
||||
INDEX: bloc10 AT 170
|
||||
(320,448) -> (32, 32)
|
||||
INDEX: bloc11 AT 171
|
||||
(352,448) -> (32, 32)
|
||||
INDEX: bloc12 AT 172
|
||||
(384,448) -> (32, 32)
|
||||
INDEX: bloc13 AT 173
|
||||
(416,448) -> (32, 32)
|
||||
INDEX: bloc14 AT 174
|
||||
(448,448) -> (32, 32)
|
||||
INDEX: bloc15 AT 175
|
||||
(480,448) -> (32, 32)
|
||||
INDEX: bloc16 AT 176
|
||||
(512,448) -> (32, 32)
|
||||
INDEX: bloc17 AT 177
|
||||
(544,448) -> (32, 32)
|
||||
INDEX: bloc18 AT 178
|
||||
(576,448) -> (32, 32)
|
||||
INDEX: bloc19 AT 179
|
||||
(608,448) -> (32, 32)
|
||||
INDEX: bloc110 AT 180
|
||||
(640,448) -> (32, 32)
|
||||
INDEX: bloc111 AT 181
|
||||
(672,448) -> (32, 32)
|
||||
INDEX: bloc112 AT 182
|
||||
(704,448) -> (32, 32)
|
||||
INDEX: bloc113 AT 183
|
||||
(736,448) -> (32, 32)
|
||||
INDEX: bloc20 AT 184
|
||||
(736,416) -> (32, 32)
|
||||
INDEX: green-sheel AT 185
|
||||
(387,361) -> (25, 22)
|
||||
INDEX: brick AT 186
|
||||
(96,416) -> (32, 32)
|
||||
INDEX: brick2 AT 187
|
||||
(320,416) -> (32, 32)
|
||||
INDEX: mystery-bloc AT 188
|
||||
(160,416) -> (32, 32)
|
||||
INDEX: mario AT 189
|
||||
(547,416) -> (25, 32)
|
||||
|
|
|
@ -31,28 +31,34 @@ int main(int argc, char* argv[]) {
|
|||
/* [2] On definit le 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");
|
||||
|
||||
// On cree un bout du terrain
|
||||
xMarioGrass btmcenter(mgr, (SDL_Rect){12, 20-2, 10, 3} );
|
||||
btmcenter.push("bottom-center");
|
||||
xMarioBloc b1(mgr, (SDL_Rect){10, 20-6, 14, 1});
|
||||
b1.push("bloc1");
|
||||
|
||||
xMarioBloc b2(mgr, (SDL_Rect){23, 20-7, 1, 1});
|
||||
b2.push("bloc2");
|
||||
|
||||
|
||||
|
||||
/* [3] Gestion des blocs
|
||||
=========================================================*/
|
||||
// On cree une coquille verte
|
||||
xMarioGreenShell gs(mgr, 5, 20-3);
|
||||
xMarioGreenShell gs(mgr, 20-8, 20-9);
|
||||
gs.push("green-sheel");
|
||||
gs.start(80, SPRITE_ANIM_INFINITE);
|
||||
|
||||
// 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");
|
||||
|
||||
xMarioBrick mBrick2(mgr, 10, 20-7, 5); // 5 sauts
|
||||
mBrick2.push("brick2");
|
||||
|
||||
// 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.start(150, SPRITE_ANIM_INFINITE);
|
||||
|
||||
|
@ -60,7 +66,7 @@ int main(int argc, char* argv[]) {
|
|||
|
||||
|
||||
// On cree mario
|
||||
mario = new xMarioMario(mgr, 17, 20-3);
|
||||
mario = new xMarioMario(mgr, 17, 20-7);
|
||||
mario->push("mario");
|
||||
mario->start(100, SPRITE_ANIM_INFINITE);
|
||||
|
||||
|
|
BIN
SDL#4/main.o
BIN
SDL#4/main.o
Binary file not shown.
|
@ -1,16 +1,19 @@
|
|||
A FAIRE
|
||||
=======
|
||||
- [ ] Verifier toute la trajectoire pour move()
|
||||
- [x][ ] Gestion du saut unique ou double (limitation)
|
||||
- [ ] Gestion du terrain (grass, bloc) sous forme de tableau de points (polygone)
|
||||
|
||||
EN COURS
|
||||
========
|
||||
- [ ] Verifier toute la trajectoire pour move()
|
||||
- [x] Refaire texture xGreenShell
|
||||
- [ ] Gestion arret animation + reprise (switch)
|
||||
- [ ] Gestion du deplacement xGreenShell
|
||||
|
||||
|
||||
FAIT
|
||||
====
|
||||
- [x] Gestion direction collision en fonction des verifs de collide()
|
||||
- [x] Erreur saut infini mario
|
||||
- [x] Erreur -> Gestion params velocite en fonction taille bloc
|
||||
|
||||
|
|
|
@ -96,8 +96,12 @@ void xMarioBreakableBloc::active(bool active){
|
|||
|
||||
/* [ONCOLLIDE] Gestion des collisions
|
||||
=========================================================*/
|
||||
void xMarioBreakableBloc::onCollide(vector<int> from, xSprite* by){
|
||||
void xMarioBreakableBloc::onCollide(vector<bool> from, xSprite* by){
|
||||
/* (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();
|
||||
}
|
|
@ -8,7 +8,7 @@
|
|||
xMarioBreakableBloc(xManager *manager, const char *url, int x, int y, int nb=1); // Spritesheet avec taille de chaque sprite
|
||||
|
||||
// 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)
|
||||
|
|
|
@ -14,6 +14,7 @@ xMarioBloc::xMarioBloc(xManager *m, SDL_Rect rect){
|
|||
|
||||
/* (1) On charge la texture */
|
||||
_spritesheet = IMG_LoadTexture(_manager->renderer(), "src/blocs.png");
|
||||
// Evite de la dupliquer, uniquement des pointeurs
|
||||
|
||||
|
||||
int index = 0;
|
||||
|
@ -24,6 +25,9 @@ xMarioBloc::xMarioBloc(xManager *m, SDL_Rect rect){
|
|||
// On cree une copie du spritesheet
|
||||
this->add( new xSprite(_manager, _spritesheet) );
|
||||
|
||||
// On definit le tyoe
|
||||
_sprites[index]->setType("Bloc");
|
||||
|
||||
this->get(index)->dimensions(
|
||||
(SDL_Rect){BLOC_SIZE*x, BLOC_SIZE*y, BLOC_SIZE, BLOC_SIZE},
|
||||
(SDL_Rect){0, 153, 16, 16}
|
||||
|
|
|
@ -14,7 +14,7 @@ xMarioGrass::xMarioGrass(xManager *m, SDL_Rect rect){
|
|||
|
||||
/* (1) On charge la texture */
|
||||
_spritesheet = IMG_LoadTexture(_manager->renderer(), "src/ground.png");
|
||||
|
||||
// Evite de la dupliquer, uniquement des pointeurs
|
||||
|
||||
int index = 0;
|
||||
|
||||
|
|
|
@ -53,13 +53,12 @@ xMarioMario::xMarioMario(xManager *m, int x, int y)
|
|||
void xMarioMario::moveFromVelocity(){
|
||||
|
||||
/* (1) Si aucune collision, on deplace */
|
||||
vector<int> after;
|
||||
after = this->move(_velocity[0], _velocity[1]);
|
||||
vector<int> after = this->move(_velocity[0], _velocity[1]);
|
||||
|
||||
|
||||
/* (2) On modifie la velocite en fonction des collisions */
|
||||
_velocity[0] = (double) after[2];
|
||||
_velocity[1] = (double) after[3];
|
||||
_velocity[0] = (double) after[0];
|
||||
_velocity[1] = (double) after[1];
|
||||
|
||||
|
||||
/* (3) Modification du sprite en fonction du mouvement */
|
||||
|
|
|
@ -82,7 +82,6 @@ SDL_Renderer* xManager::renderer(){ return _renderer; }
|
|||
bool xManager::setBackground(Uint8 r, Uint8 g, Uint8 b, Uint8 a){
|
||||
if( !this->status() ) return false;
|
||||
|
||||
|
||||
SDL_SetRenderDrawColor( _renderer, r, g, b, a );
|
||||
|
||||
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
|
||||
=========================================================*/
|
||||
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;
|
||||
|
||||
bool notCollide =
|
||||
(a.x >= b.x+b.w ) // Inclus a droite
|
||||
|| (a.x+a.w <= b.x ) // Inclus a gauche
|
||||
|| (a.y >= b.y+b.h ) // Inclus en haut
|
||||
|| (a.y+a.h <= b.y ); // Inclus en bas
|
||||
// Verification de collisions
|
||||
bool outLeft = (a.x >= b.x+b.w ); // Trop a droite
|
||||
bool outRight = (a.x+a.w <= b.x ); // Trop a gauche
|
||||
bool outUp = (a.y >= b.y+b.h ); // Trop en haut
|
||||
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;
|
||||
|
||||
// Contiendra le sens de collision
|
||||
vector<int> collideFrom;
|
||||
collideFrom.push_back( (movex!=0) ? (int)( movex / abs(movex) ) : 0 );
|
||||
collideFrom.push_back( (movey!=0) ? (int)( movey / abs(movey) ) : 0 );
|
||||
|
||||
vector<int> collideTo;
|
||||
collideTo.push_back( -collideFrom[0] );
|
||||
collideTo.push_back( -collideFrom[1] );
|
||||
vector<bool> collideFrom(4, false);
|
||||
// Contiendra le sens de collision
|
||||
vector<bool> collideTo(4, false);
|
||||
|
||||
|
||||
/* (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 ){
|
||||
|
||||
// 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
|
||||
_sprites[i]->onCollide(collideFrom, current);
|
||||
current->onCollide(collideTo, _sprites[i]);
|
||||
_sprites[i]->onCollide(collideTo, current);
|
||||
current->onCollide(collideFrom, _sprites[i]);
|
||||
|
||||
_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
|
||||
=========================================================*/
|
||||
bool xManager::hit(string current, int movex, int movey){
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
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(string current, int movex=0, int movey=0); // Gestion des collisions
|
||||
|
||||
|
|
|
@ -128,57 +128,18 @@ void xSprite::setTexture(SDL_Texture *t){
|
|||
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
|
||||
=========================================================*/
|
||||
// renvoie un tableau d'au moins 4 entiers
|
||||
// 1 -> -1 ou 1 en fonction de la direction de la collision sur x
|
||||
// 2 -> -1 ou 1 en fonction de la direction de la collision sur y
|
||||
// 3 -> le deplacement effectif sur x
|
||||
// 4 -> le deplacement effectif sur y
|
||||
// @return -> tableau de 2 entiers
|
||||
// 0 -> le deplacement effectif sur x
|
||||
// 1 -> le deplacement effectif sur y
|
||||
//
|
||||
vector<int> xSprite::move(int x, int y){
|
||||
// Protection inter-thread
|
||||
_mutex_move.try_lock();
|
||||
|
||||
|
||||
vector<int> result;
|
||||
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);
|
||||
vector<int> result(2, 0);
|
||||
|
||||
|
||||
/* (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) */
|
||||
while( incrx!=0 || incry!=0 ){
|
||||
|
||||
result[2] = incrx;
|
||||
result[3] = incry;
|
||||
|
||||
result[0] = incrx;
|
||||
result[1] = incry;
|
||||
|
||||
/* (3) Si on peut aller a la destination */
|
||||
if( !_manager->hit(this, incrx, incry) ){
|
||||
|
@ -203,8 +163,8 @@ vector<int> xSprite::move(int x, int y){
|
|||
|
||||
// cerr << ">>> not locked <<<" << endl;
|
||||
|
||||
result[2] = incrx;
|
||||
result[3] = incry;
|
||||
result[0] = incrx;
|
||||
result[1] = incry;
|
||||
|
||||
_mutex_move.unlock();
|
||||
return result;
|
||||
|
@ -241,21 +201,24 @@ vector<int> xSprite::move(int x, int y){
|
|||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/* [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 )
|
||||
return;
|
||||
// if( from[0] == 0 && from[1] == 0 )
|
||||
// return;
|
||||
|
||||
|
||||
cerr << _type << " collided with " << by->_type << " from ";
|
||||
// cerr << _type << " collided with " << by->_type << " from ";
|
||||
|
||||
if( from[0] != 0 )
|
||||
cerr << ((from[0]==1)?"right":"left") << endl;
|
||||
// if( from[0] != 0 )
|
||||
// cerr << ((from[0]==1)?"right":"left") << endl;
|
||||
|
||||
if( from[1] != 0 )
|
||||
cerr << ((from[1]==1)?"bottom":"top") << endl;
|
||||
// if( from[1] != 0 )
|
||||
// cerr << ((from[1]==1)?"bottom":"top") << endl;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -17,11 +17,10 @@
|
|||
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
|
||||
|
||||
// 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
|
||||
void setType(string newtype); // modifie le type de sprite
|
||||
|
|
Loading…
Reference in New Issue