328 lines
6.6 KiB
C++
328 lines
6.6 KiB
C++
/* [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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: xSpriteAnimation(
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m,
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"src/mario.png",
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(SDL_Rect){
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(int) (BLOC_SIZE*x+BLOC_SIZE*.1),
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BLOC_SIZE*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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_left = false;
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_right = false;
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_up = false;
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_down = false;
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_jumps = 0;
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// Position frame par defaut
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_pos = "NR"; // bottom-center
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_gravity = 13;
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// Constantes de velocite sur X
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_velocity[0] = 0.0;
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_mult[0] = 10;
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_dec[0] = 1;
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_acc[0] = 5;
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_min_vel[0] = 0.1;
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_max_vel[0] = 40;
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// Constantes de velocite sur Y
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_velocity[1] = 0.0;
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_mult[1] = 50;
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_dec[1] = 1;
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_acc[1] = 10;
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_min_vel[1] = 0.1;
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_max_vel[1] = 100;
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/**/// this->addFrame( (SDL_Rect){2, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){33, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){62, 0, 19, 29} );
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/**/// this->addFrame( (SDL_Rect){93, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){122, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){122, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){153, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){182, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){213, 0, 19, 29} );
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this->addFrame( (SDL_Rect){238, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){269, 0, 19, 29} );
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// this->addFrame( (SDL_Rect){298, 0, 19, 29} );
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this->addFrame( (SDL_Rect){329, 0, 19, 29} );
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// /* (1) On definit les clip de chaque frame */
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// this->addFrame( (SDL_Rect){21, 0, 18, 32} );
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// this->addFrame( (SDL_Rect){42, 0, 18, 32} );
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// this->addFrame( (SDL_Rect){63, 0, 18, 32} );
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// this->addFrame( (SDL_Rect){82, 0, 18, 32} );
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// this->addFrame( (SDL_Rect){103, 0, 18, 32} );
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// this->addFrame( (SDL_Rect){125, 0, 18, 32} );
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}
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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) 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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// 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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/* (2) Si aucune collision, on deplace */
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this->move(_velocity[0], _velocity[1]);
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/* (3) Modification du sprite en fonction du mouvement */
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this->turn();
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/* (4) On diminue la velocite (decceleration) */
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_velocity[0] *= ( 1 - _dec[0] );
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_velocity[1] *= ( 1 - _dec[1] );
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/* (5) Gestion de la gravite */
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if( !this->onFloor() )
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this->move(0, 13);
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/* (6) Si velocite sous borne min */
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if( _velocity[0] < _min_vel[0] ) // sur x
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_velocity[0] = 0;
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if( _velocity[1] < _min_vel[1] ) // sur y
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_velocity[1] = 0;
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/* (7) Gestion du temps */
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if( abs(_velocity[0]) > 0 )
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cout << "x -> " << _velocity[0] << endl;
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if( abs(_velocity[1]) > 0 )
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cout << "y -> " << _velocity[1] << endl;
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usleep(1);
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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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/* (1) Gestion velocite axe X */
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if( last[0]*x > 0 ) // 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( last[1]*y > 0 ) // 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 * _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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return _manager->hit(_texture, 0, 1);
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}
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/* [TURN] Gestion des sprites en fonction du mouvement
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=========================================================*/
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void xMarioMario::turn(){
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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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bool centerx = _velocity[0] == 0; // centre sur x
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bool centery = _velocity[1] == 0; // centre sur y
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/* (1) Vers le haut */
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if( up ){
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/* (1.2) HAUT - CENTRE */
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if( centerx ){ // tc
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if( _pos != "TC" ){
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this->pull();
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this->clear();
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this->addFrame( (SDL_Rect){300, 0, 19, 29} );
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this->addFrame( (SDL_Rect){300, 0, 19, 29} );
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this->push(_index);
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_pos = "TC";
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return;
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}
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/* (1.1) HAUT - GAUCHE */
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}else if( left ){ // tl
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if( _pos != "TL" ){
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this->pull();
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this->clear();
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this->addFrame( (SDL_Rect){31, 0, 19, 29} );
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this->addFrame( (SDL_Rect){31, 0, 19, 29} );
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this->push(_index);
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_pos = "TL";
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return;
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}
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/* (1.2) HAUT - DROITE */
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}else{ // tr
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if( _pos != "TR" ){
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this->pull();
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this->clear();
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this->addFrame( (SDL_Rect){300, 0, 19, 29} );
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this->addFrame( (SDL_Rect){300, 0, 19, 29} );
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this->push(_index);
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_pos = "TR";
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return;
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}
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}
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/* (2) Vers le bas */
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}else if( !centery ){
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/* (2.2) BAS - CENTRE */
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if( centerx ){ // bc
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if( _pos != "BC" ){
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this->pull();
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this->clear();
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this->addFrame( (SDL_Rect){122, 160, 19, 29} );
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this->addFrame( (SDL_Rect){122, 160, 19, 29} );
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this->push(_index);
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_pos = "BC";
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return;
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}
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/* (2.1) BAS - GAUCHE */
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}else if( left ){ // bl
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if( _pos != "BL" ){
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return;
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}
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/* (2.2) BAS - DROITE */
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}else{ // br
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if( _pos != "BR" ){
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return;
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}
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}
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/* (3) Droit */
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}else{
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/* (3.2) NORMAL - CENTRE */
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if( centerx ){ // nc
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if( _pos != "NR" ){
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this->pull();
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this->clear();
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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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this->push(_index);
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_pos = "NR";
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return;
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}
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/* (3.1) NORMAL - GAUCHE */
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}else if( left ){ // nl
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if( _pos != "NL" ){
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this->pull();
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this->clear();
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this->addFrame( (SDL_Rect){2, 0, 19, 29} );
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this->addFrame( (SDL_Rect){93, 0, 19, 29} );
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this->push(_index);
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_pos = "NL";
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return;
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}
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/* (3.2) NORMAL - DROITE */
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}else{ // nr
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if( _pos != "NR" ){
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this->pull();
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this->clear();
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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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this->push(_index);
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_pos = "NR";
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return;
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}
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}
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}
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} |