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@ -3,18 +3,51 @@ |
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#include "olcUTIL_Camera2D.h" |
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#include "olcUTIL_Camera2D.h" |
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#define OLC_PGEX_TRANSFORMEDVIEW |
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#define OLC_PGEX_TRANSFORMEDVIEW |
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#include "olcPGEX_TransformedView.h" |
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#include "olcPGEX_TransformedView.h" |
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#include "olcUTIL_Animate2D.h" |
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using namespace olc; |
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using namespace olc; |
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using namespace olc::utils; |
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using namespace olc::utils; |
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const vi2d WINDOW_SIZE={24*8,24*8}; |
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const vi2d WINDOW_SIZE={24*8,24*8}; |
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enum AnimationState{ |
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WALK_S,WALK_E,WALK_N,WALK_W, |
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IDLE_S,IDLE_E,IDLE_N,IDLE_W |
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}; |
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struct Player{ |
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struct Player{ |
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vf2d pos; |
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vf2d pos; |
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float moveSpd; |
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float moveSpd; |
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AnimationState animState=AnimationState::IDLE_S; |
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private: |
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Animate2D::Animation<AnimationState>animation; |
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Animate2D::AnimationState internal_animState; |
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Key lastReleasedMovementKey; |
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public: |
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Player(){}; |
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Player(){}; |
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Player(vf2d pos,float moveSpd): |
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Player(vf2d pos,float moveSpd): |
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pos(pos),moveSpd(moveSpd){}; |
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pos(pos),moveSpd(moveSpd){ |
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}; |
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void Update(float fElapsedTime){ |
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animation.UpdateState(internal_animState,fElapsedTime); |
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} |
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void AddAnimation(AnimationState state,Animate2D::FrameSequence frame){ |
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animation.AddState(state,frame); |
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}; |
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void UpdateAnimation(AnimationState animState){ |
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animation.ChangeState(internal_animState,animState); |
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} |
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Animate2D::Frame GetFrame(){ |
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return animation.GetFrame(internal_animState); |
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} |
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void SetLastReleasedMovementKey(Key k){ |
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lastReleasedMovementKey=k; |
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} |
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Key GetLastReleasedMovementKey(){ |
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return lastReleasedMovementKey; |
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} |
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}; |
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}; |
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class Crawler : public olc::PixelGameEngine |
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class Crawler : public olc::PixelGameEngine |
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@ -23,6 +56,7 @@ class Crawler : public olc::PixelGameEngine |
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Camera2D camera; |
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Camera2D camera; |
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TileTransformedView view; |
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TileTransformedView view; |
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Player player=Player{{},100}; |
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Player player=Player{{},100}; |
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Renderable GFX_Pl_sheet; |
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public: |
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public: |
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Crawler() |
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Crawler() |
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@ -33,35 +67,167 @@ public: |
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public: |
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public: |
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bool OnUserCreate() override |
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bool OnUserCreate() override |
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{ |
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{ |
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//Initialize Camera.
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camera=Camera2D{WINDOW_SIZE}; |
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camera=Camera2D{WINDOW_SIZE}; |
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camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow); |
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camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow); |
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camera.SetTarget(player.pos); |
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camera.SetTarget(player.pos); |
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camera.SetWorldBoundary({0,0},WORLD_SIZE*24); |
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camera.SetWorldBoundary({0,0},WORLD_SIZE*24); |
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camera.EnableWorldBoundary(false); |
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camera.EnableWorldBoundary(false); |
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//Graphics
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GFX_Pl_sheet.Load("assets/nico-warrior.png"); |
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//Animations
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Animate2D::FrameSequence pl_walk_s{0.2}; |
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}}); |
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{1,0}*24,{24,24}}}); |
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}}); |
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{2,0}*24,{24,24}}}); |
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Animate2D::FrameSequence pl_walk_e{0.2}; |
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}}); |
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{1,3}*24,{24,24}}}); |
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}}); |
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{2,3}*24,{24,24}}}); |
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Animate2D::FrameSequence pl_walk_w{0.2}; |
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}}); |
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{1,2}*24,{24,24}}}); |
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}}); |
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{2,2}*24,{24,24}}}); |
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Animate2D::FrameSequence pl_walk_n{0.2}; |
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}}); |
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{1,1}*24,{24,24}}}); |
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}}); |
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{2,1}*24,{24,24}}}); |
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Animate2D::FrameSequence pl_idle_s; |
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pl_idle_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}}); |
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Animate2D::FrameSequence pl_idle_e; |
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pl_idle_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}}); |
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Animate2D::FrameSequence pl_idle_w; |
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pl_idle_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}}); |
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Animate2D::FrameSequence pl_idle_n; |
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pl_idle_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}}); |
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player.AddAnimation(WALK_N,pl_walk_n); |
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player.AddAnimation(WALK_E,pl_walk_e); |
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player.AddAnimation(WALK_S,pl_walk_s); |
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player.AddAnimation(WALK_W,pl_walk_w); |
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player.AddAnimation(IDLE_N,pl_idle_n); |
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player.AddAnimation(IDLE_E,pl_idle_e); |
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player.AddAnimation(IDLE_S,pl_idle_s); |
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player.AddAnimation(IDLE_W,pl_idle_w); |
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view=TileTransformedView{GetScreenSize(),{1,1}}; |
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view=TileTransformedView{GetScreenSize(),{1,1}}; |
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player.UpdateAnimation(IDLE_S); |
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return true; |
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return true; |
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} |
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} |
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bool OnUserUpdate(float fElapsedTime) override |
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bool OnUserUpdate(float fElapsedTime) override |
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{ |
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{ |
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HandleUserInput(fElapsedTime); |
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HandleUserInput(fElapsedTime); |
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player.Update(fElapsedTime); |
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UpdateCamera(fElapsedTime); |
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UpdateCamera(fElapsedTime); |
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RenderWorld(); |
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RenderWorld(); |
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return true; |
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return true; |
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} |
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} |
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void HandleUserInput(float fElapsedTime){ |
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void HandleUserInput(float fElapsedTime){ |
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bool setIdleAnimation=true; |
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if(GetKey(RIGHT).bHeld){ |
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if(GetKey(RIGHT).bHeld){ |
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player.pos.x+=fElapsedTime*player.moveSpd; |
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player.pos.x+=fElapsedTime*player.moveSpd; |
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player.UpdateAnimation(WALK_E); |
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setIdleAnimation=false; |
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} |
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} |
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if(GetKey(LEFT).bHeld){ |
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if(GetKey(LEFT).bHeld){ |
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player.pos.x-=fElapsedTime*player.moveSpd; |
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player.pos.x-=fElapsedTime*player.moveSpd; |
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if(setIdleAnimation){ |
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player.UpdateAnimation(WALK_W); |
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} |
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setIdleAnimation=false; |
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} |
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} |
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if(GetKey(UP).bHeld){ |
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if(GetKey(UP).bHeld){ |
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player.pos.y-=fElapsedTime*player.moveSpd; |
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player.pos.y-=fElapsedTime*player.moveSpd; |
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if(setIdleAnimation){ |
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player.UpdateAnimation(WALK_N); |
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} |
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setIdleAnimation=false; |
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} |
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} |
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if(GetKey(DOWN).bHeld){ |
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if(GetKey(DOWN).bHeld){ |
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player.pos.y+=fElapsedTime*player.moveSpd; |
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player.pos.y+=fElapsedTime*player.moveSpd; |
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if(setIdleAnimation){ |
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player.UpdateAnimation(WALK_S); |
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} |
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setIdleAnimation=false; |
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} |
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if(GetKey(UP).bReleased){ |
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player.SetLastReleasedMovementKey(UP); |
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if(GetKey(RIGHT).bHeld){ |
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player.UpdateAnimation(WALK_E); |
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} else |
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if(GetKey(DOWN).bHeld){ |
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player.UpdateAnimation(WALK_S); |
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} else |
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if(GetKey(LEFT).bHeld){ |
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player.UpdateAnimation(WALK_W); |
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} |
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} |
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if(GetKey(RIGHT).bReleased){ |
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player.SetLastReleasedMovementKey(RIGHT); |
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if(GetKey(UP).bHeld){ |
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player.UpdateAnimation(WALK_N); |
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} else |
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if(GetKey(DOWN).bHeld){ |
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player.UpdateAnimation(WALK_S); |
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} else |
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if(GetKey(LEFT).bHeld){ |
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player.UpdateAnimation(WALK_W); |
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} |
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} |
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if(GetKey(LEFT).bReleased){ |
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player.SetLastReleasedMovementKey(LEFT); |
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if(GetKey(RIGHT).bHeld){ |
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player.UpdateAnimation(WALK_E); |
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} else |
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if(GetKey(DOWN).bHeld){ |
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player.UpdateAnimation(WALK_S); |
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} else |
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if(GetKey(UP).bHeld){ |
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player.UpdateAnimation(WALK_N); |
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} |
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} |
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if(GetKey(DOWN).bReleased){ |
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player.SetLastReleasedMovementKey(DOWN); |
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if(GetKey(RIGHT).bHeld){ |
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player.UpdateAnimation(WALK_E); |
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} else |
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if(GetKey(UP).bHeld){ |
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player.UpdateAnimation(WALK_N); |
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} else |
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if(GetKey(LEFT).bHeld){ |
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player.UpdateAnimation(WALK_W); |
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} |
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} |
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if(setIdleAnimation){ |
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switch(player.GetLastReleasedMovementKey()){ |
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case UP:{ |
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player.UpdateAnimation(IDLE_N); |
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}break; |
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case DOWN:{ |
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player.UpdateAnimation(IDLE_S); |
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}break; |
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case LEFT:{ |
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player.UpdateAnimation(IDLE_W); |
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}break; |
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case RIGHT:{ |
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player.UpdateAnimation(IDLE_E); |
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}break; |
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default:{ |
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player.UpdateAnimation(IDLE_S); |
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} |
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} |
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} |
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} |
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} |
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} |
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@ -71,13 +237,13 @@ public: |
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} |
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} |
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void RenderWorld(){ |
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void RenderWorld(){ |
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Clear(BLACK); |
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Clear({100,180,100}); |
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for (int x = view.GetTopLeftTile().x/24-1; x <= view.GetBottomRightTile().x/24; x++){ |
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for (int x = view.GetTopLeftTile().x/24-1; x <= view.GetBottomRightTile().x/24; x++){ |
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for (int y = view.GetTopLeftTile().y/24-1; y <= view.GetBottomRightTile().y/24; y++){ |
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for (int y = view.GetTopLeftTile().y/24-1; y <= view.GetBottomRightTile().y/24; y++){ |
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view.DrawRect(vi2d{x,y}*24,{24,24},VERY_DARK_GREY); |
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view.DrawRect(vi2d{x,y}*24,{24,24},VERY_DARK_GREY); |
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} |
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} |
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} |
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} |
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view.DrawCircle(player.pos,8); |
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view.DrawPartialDecal(player.pos-vi2d{12,12},player.GetFrame().GetSourceImage()->Decal(),player.GetFrame().GetSourceRect().pos,player.GetFrame().GetSourceRect().size); |
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} |
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} |
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}; |
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}; |
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