mirror of
https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 20:41:47 +01:00
Reformat + Basic animation system
General fixes
This commit is contained in:
131
Game/Player.cpp
131
Game/Player.cpp
@@ -6,21 +6,34 @@
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#include "colors.h"
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#include "utils.h"
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#include "WorldLevel.h"
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#include "Animations/Animation.h"
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Player::Player(const Point2f& Position) : m_Position(Position), m_Size(Point2f{40, 40}), m_Vel(Point2f{0,0}), m_Acc(Point2f{0,0}) {
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Player::Player(const Point2f& Position, TextureManager* manager) : m_Position(Position), m_Size(Point2f { 40, 40 }), m_Vel(Point2f { 0, 0 }), m_Acc(Point2f { 0, 0 }) {
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m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
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m_walkAnimation = new Animation(manager->GetTexture("animations/player/player_walk.png"), 8, 0.1f, Rectf { 0, 0, 70, 70 });
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}
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Collision::CollisionRect Player::GetCollisionRect() {
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Collision::CollisionRect rect = {m_Position, m_Size, m_Vel};
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Collision::CollisionRect Player::GetCollisionRect() const {
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Collision::CollisionRect rect = { m_Position, m_Size, m_Vel };
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return rect;
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}
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void Player::Draw() const {
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utils::SetColor(Colors::PINK);
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utils::DrawRect(Rectf{m_Position.x, m_Position.y, m_Size.x, m_Size.y});
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if (m_DrawCollisionRect) {
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utils::SetColor(Colors::PINK);
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utils::DrawRect(Rectf { m_Position.x, m_Position.y, m_Size.x, m_Size.y });
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}
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Point2f center = m_Position + m_Size / 2;
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const int frameWidth = 70; //TODO: fix this
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int halfFrameWidth = frameWidth / 2;
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auto drawPos = Point2f { center.x - halfFrameWidth - 10, center.y - halfFrameWidth + 9 };
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m_walkAnimation->Draw(drawPos, 0);
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}
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void Player::ProcessImGui() {
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ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
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@@ -28,6 +41,7 @@ void Player::ProcessImGui() {
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ImGui::Text("Did just dig right: %s", m_DidJustDigRight ? "true" : "false");
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bool test = !utils::isKeyDown(SDL_SCANCODE_H);
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ImGui::Text("Is Key Up H: %s", test ? "true" : "false");
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ImGui::Checkbox("Draw Collision Rect", &m_DrawCollisionRect);
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//ContactMap
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ImGui::Text("ContactMap:");
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@@ -39,112 +53,109 @@ void Player::ProcessImGui() {
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}
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void Player::Update(float elapsedTime, WorldLevel& level) {
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// m_Acc.y += m_Gravity.y;
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// m_Vel.y = std::min(m_Vel.y, m_MaxSpeed);
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//
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// Point2f nextPos = m_Position + m_Vel * elapsedTime;
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// //collision checking
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m_Vel = Point2f{0, -100};
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m_Vel = Point2f { 0, -100 };
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//check for keys
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if(utils::isKeyDown(SDL_SCANCODE_W)) {
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if (utils::isKeyDown(SDL_SCANCODE_W)) {
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m_Vel.y = 100;
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m_Grounded = false;
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}
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if(utils::isKeyPressed(SDL_SCANCODE_S)) {
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if (utils::isKeyPressed(SDL_SCANCODE_S)) {
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m_Vel.y = -100;
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if(m_Grounded) {
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if(m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
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if (m_Grounded) {
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if (m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
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m_ContactMap[Collision::CollisionDirection::Bottom]->SetTileType(Tiles::AIR);
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WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Bottom];
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//center of tile
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Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
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m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
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m_Position = Point2f { tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5 };
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m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
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}
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}
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}
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if(utils::isKeyDown(SDL_SCANCODE_A)) {
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if (utils::isKeyDown(SDL_SCANCODE_A)) {
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m_walkAnimation->SetFlipped(false);
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m_Vel.x = -100;
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}
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if(utils::isKeyDown(SDL_SCANCODE_D)) {
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if (utils::isKeyDown(SDL_SCANCODE_D)) {
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m_Vel.x = 100;
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if(m_Grounded && !m_DidJustDigRight) {
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m_walkAnimation->SetFlipped(true);
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if (m_Grounded && !m_DidJustDigRight) {
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//Check if the player doesnt come from digging a tile
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if(m_ContactMap[Collision::CollisionDirection::Right] != nullptr) {
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if (m_ContactMap[Collision::CollisionDirection::Right] != nullptr) {
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m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(Tiles::AIR);
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WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
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//center of tile
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Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
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m_Position = Point2f{tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5};
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const Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
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m_Position = Point2f { tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5 };
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m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
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m_DidJustDigRight = true;
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}
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}
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}
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if(m_DidJustDigRight) {
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if(!utils::isKeyDown(SDL_SCANCODE_D)) {
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if (m_DidJustDigRight) {
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if (!utils::isKeyDown(SDL_SCANCODE_D)) {
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m_DidJustDigRight = false;
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}
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}
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}
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m_walkAnimation->Update(elapsedTime);
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m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
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m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
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m_Grounded = false;
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float t = 0, min_t = INFINITY;
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Point2f intersectionPoint, normal;
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std::vector<std::pair<int, float>> contactTimes{};
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WorldGridManager& gridManager = level.GetGridManager();
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std::vector<std::pair<int, float>> contactTimes {};
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const WorldGridManager& gridManager = level.GetGridManager();
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for (int x { 0 }; x < WORLD_WIDTH; ++x) {
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for(int y { 0 }; y < WORLD_HEIGHT; ++y) {
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WorldTile* tile = gridManager.GetTileAtIndex(x,y);
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if(*tile->GetTileType() != Tiles::AIR) {
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for (int y { 0 }; y < WORLD_HEIGHT; ++y) {
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WorldTile* tile = gridManager.GetTileAtIndex(x, y);
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if (*tile->GetTileType() != Tiles::AIR) {
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tile->m_Hightlight = false;
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if(Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
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contactTimes.push_back(std::pair<int, float>{x + y * WORLD_WIDTH, t});
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if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
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contactTimes.emplace_back(std::pair<int, float> { x + y * WORLD_WIDTH, t });
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}
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}
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}
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}
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std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b) {
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std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b)
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{
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return a.second < b.second;
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});
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for (std::pair<int, float> contact_time : contactTimes) {
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int x = contact_time.first % WORLD_WIDTH;
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int y = contact_time.first / WORLD_WIDTH;
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WorldTile* world_tile = gridManager.GetTileAtIndex(x,y);
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WorldTile* world_tile = gridManager.GetTileAtIndex(x, y);
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const Point2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
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const Point2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size;
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if(WorldTilePos.y + WorldTileSize.y > m_Position.y) {
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if(WorldTilePos.x + WorldTileSize.x > m_Position.x) {
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if(WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
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if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
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if (WorldTilePos.x + WorldTileSize.x > m_Position.x) {
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if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
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//Right of player
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m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
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}
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}
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}
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if(WorldTilePos.y + WorldTileSize.y > m_Position.y) {
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if(WorldTilePos.x < m_Position.x + m_Size.x) {
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if(WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
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if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
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if (WorldTilePos.x < m_Position.x + m_Size.x) {
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if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
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//Left of player
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m_ContactMap[Collision::CollisionDirection::Left] = world_tile;
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}
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@@ -152,8 +163,8 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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}
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//Below the player
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if(WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
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if(WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
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if (WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
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if (WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
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m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
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m_Grounded = true;
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world_tile->m_Hightlight = true;
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@@ -164,6 +175,24 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
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Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
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}
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m_Position = m_Position + m_Vel * elapsedTime;
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if (m_Vel.x != 0.0f) {
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m_State = PlayerState::Walking;
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}
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else {
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m_State = PlayerState::Idle;
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}
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switch (m_State) {
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case PlayerState::Idle:
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m_walkAnimation->SetPlaying(false);
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break;
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case PlayerState::Walking:
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m_walkAnimation->SetPlaying(true);
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break;
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default:
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break;
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}
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m_Position = m_Position + m_Vel * elapsedTime;
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}
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