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/*
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OneLoneCoder.com - Code-It-Yourself! Simple Tile Based Platform Game
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"Its-a meee-a Jario!" - @Javidx9
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License
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~~~~~~~
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Copyright (C) 2018 Javidx9
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This program comes with ABSOLUTELY NO WARRANTY.
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This is free software, and you are welcome to redistribute it
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under certain conditions; See license for details.
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Original works located at:
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https://www.github.com/onelonecoder
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https://www.onelonecoder.com
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https://www.youtube.com/javidx9
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GNU GPLv3
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https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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From Javidx9 :)
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~~~~~~~~~~~~~~~
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Hello! Ultimately I don't care what you use this for. It's intended to be
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educational, and perhaps to the oddly minded - a little bit of fun.
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Please hack this, change it and use it in any way you see fit. You acknowledge
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that I am not responsible for anything bad that happens as a result of
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your actions. However this code is protected by GNU GPLv3, see the license in the
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github repo. This means you must attribute me if you use it. You can view this
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license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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Cheers!
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Background
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~~~~~~~~~~
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Tile maps are fundamental to most 2D games. This program explores emulating a classic 2D platformer
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using floating point truncation to implement robust collision between a moving tile and a tilemap
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representing the level.
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Controls
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~~~~~~~~
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Left and Right arrow keys move Jario, Space bar jumps.
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(Up and Down also move jario)
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Author
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~~~~~~
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Twitter: @javidx9
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Blog: www.onelonecoder.com
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YouTube: www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Video:
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~~~~~~
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https://youtu.be/oJvJZNyW_rw
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Last Updated: 04/02/2018
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*/
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#include <iostream>
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#include <string>
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using namespace std;
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#include "olcConsoleGameEngine.h"
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class OneLoneCoder_Platformer : public olcConsoleGameEngine
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{
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public:
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OneLoneCoder_Platformer()
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{
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m_sAppName = L"Tile Based Platform Game";
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}
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private:
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// Level storage
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wstring sLevel;
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int nLevelWidth;
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int nLevelHeight;
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// Player Properties
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float fPlayerPosX = 1.0f;
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float fPlayerPosY = 1.0f;
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float fPlayerVelX = 0.0f;
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float fPlayerVelY = 0.0f;
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bool bPlayerOnGround = false;
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// Camera properties
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float fCameraPosX = 0.0f;
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float fCameraPosY = 0.0f;
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// Sprite Resources
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olcSprite *spriteTiles = nullptr;
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olcSprite *spriteMan = nullptr;
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// Sprite selection flags
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int nDirModX = 0;
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int nDirModY = 0;
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protected:
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virtual bool OnUserCreate()
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{
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nLevelWidth = 64;
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nLevelHeight = 16;
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sLevel += L"................................................................";
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sLevel += L"................................................................";
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sLevel += L".......ooooo....................................................";
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sLevel += L"........ooo.....................................................";
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sLevel += L".......................########.................................";
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sLevel += L".....BB?BBBB?BB.......###..............#.#......................";
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sLevel += L"....................###................#.#......................";
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sLevel += L"...................####.........................................";
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sLevel += L"GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG.##############.....########";
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sLevel += L"...................................#.#...............###........";
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sLevel += L"........................############.#............###...........";
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sLevel += L"........................#............#.........###..............";
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sLevel += L"........................#.############......###.................";
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sLevel += L"........................#................###....................";
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sLevel += L"........................#################.......................";
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sLevel += L"................................................................";
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spriteTiles = new olcSprite(L"JarioSprites/leveljario.spr");
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spriteMan = new olcSprite(L"JarioSprites/minijario.spr");
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return true;
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}
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virtual bool OnUserUpdate(float fElapsedTime)
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{
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// Utility Lambdas
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auto GetTile = [&](int x, int y)
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{
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if (x >= 0 && x < nLevelWidth && y >= 0 && y < nLevelHeight)
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return sLevel[y * nLevelWidth + x];
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else
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return L' ';
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};
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auto SetTile = [&](int x, int y, wchar_t c)
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{
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if (x >= 0 && x < nLevelWidth && y >= 0 && y < nLevelHeight)
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sLevel[y*nLevelWidth + x] = c;
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};
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//fPlayerVelX = 0.0f;
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//fPlayerVelY = 0.0f;
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// Handle Input
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if (IsFocused())
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{
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if (GetKey(VK_UP).bHeld)
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{
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fPlayerVelY = -6.0f;
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}
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if (GetKey(VK_DOWN).bHeld)
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{
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fPlayerVelY = 6.0f;
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}
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if (GetKey(VK_LEFT).bHeld)
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{
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fPlayerVelX += (bPlayerOnGround ? -25.0f : -15.0f) * fElapsedTime;
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nDirModY = 1;
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}
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if (GetKey(VK_RIGHT).bHeld)
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{
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fPlayerVelX += (bPlayerOnGround ? 25.0f : 15.0f) * fElapsedTime;
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nDirModY = 0;
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}
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if (GetKey(VK_SPACE).bPressed)
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{
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if (fPlayerVelY == 0)
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{
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fPlayerVelY = -12.0f;
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nDirModX = 1;
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}
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}
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}
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// Gravity
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fPlayerVelY += 20.0f * fElapsedTime;
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// Drag
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if (bPlayerOnGround)
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{
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fPlayerVelX += -3.0f * fPlayerVelX * fElapsedTime;
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if (fabs(fPlayerVelX) < 0.01f)
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fPlayerVelX = 0.0f;
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}
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// Clamp velocities
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if (fPlayerVelX > 10.0f)
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fPlayerVelX = 10.0f;
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if (fPlayerVelX < -10.0f)
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fPlayerVelX = -10.0f;
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if (fPlayerVelY > 100.0f)
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fPlayerVelY = 100.0f;
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if (fPlayerVelY < -100.0f)
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fPlayerVelY = -100.0f;
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// Calculate potential new position
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float fNewPlayerPosX = fPlayerPosX + fPlayerVelX * fElapsedTime;
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float fNewPlayerPosY = fPlayerPosY + fPlayerVelY * fElapsedTime;
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// Check for pickups!
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if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 0.0f) == L'o')
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SetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 0.0f, L'.');
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if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f) == L'o')
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SetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f, L'.');
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if (GetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 0.0f) == L'o')
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SetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 0.0f, L'.');
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if (GetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 1.0f) == L'o')
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SetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 1.0f, L'.');
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// Check for Collision
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if (fPlayerVelX <= 0) // Moving Left
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{
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if (GetTile(fNewPlayerPosX + 0.0f, fPlayerPosY + 0.0f) != L'.' || GetTile(fNewPlayerPosX + 0.0f, fPlayerPosY + 0.9f) != L'.')
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{
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fNewPlayerPosX = (int)fNewPlayerPosX + 1;
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fPlayerVelX = 0;
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}
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}
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else // Moving Right
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{
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if (GetTile(fNewPlayerPosX + 1.0f, fPlayerPosY + 0.0f) != L'.' || GetTile(fNewPlayerPosX + 1.0f, fPlayerPosY + 0.9f) != L'.')
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{
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fNewPlayerPosX = (int)fNewPlayerPosX;
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fPlayerVelX = 0;
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}
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}
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bPlayerOnGround = false;
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if (fPlayerVelY <= 0) // Moving Up
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{
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if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY) != L'.' || GetTile(fNewPlayerPosX + 0.9f, fNewPlayerPosY) != L'.')
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{
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fNewPlayerPosY = (int)fNewPlayerPosY + 1;
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fPlayerVelY = 0;
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}
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}
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else // Moving Down
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{
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if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f) != L'.' || GetTile(fNewPlayerPosX + 0.9f, fNewPlayerPosY + 1.0f) != L'.')
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{
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fNewPlayerPosY = (int)fNewPlayerPosY;
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fPlayerVelY = 0;
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bPlayerOnGround = true; // Player has a solid surface underfoot
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nDirModX = 0;
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}
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}
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// Apply new position
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fPlayerPosX = fNewPlayerPosX;
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fPlayerPosY = fNewPlayerPosY;
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// Link camera to player position
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fCameraPosX = fPlayerPosX;
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fCameraPosY = fPlayerPosY;
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// Draw Level
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int nTileWidth = 16;
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int nTileHeight = 16;
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int nVisibleTilesX = ScreenWidth() / nTileWidth;
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int nVisibleTilesY = ScreenHeight() / nTileHeight;
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// Calculate Top-Leftmost visible tile
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float fOffsetX = fCameraPosX - (float)nVisibleTilesX / 2.0f;
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float fOffsetY = fCameraPosY - (float)nVisibleTilesY / 2.0f;
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// Clamp camera to game boundaries
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if (fOffsetX < 0) fOffsetX = 0;
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if (fOffsetY < 0) fOffsetY = 0;
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if (fOffsetX > nLevelWidth - nVisibleTilesX) fOffsetX = nLevelWidth - nVisibleTilesX;
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if (fOffsetY > nLevelHeight - nVisibleTilesY) fOffsetY = nLevelHeight - nVisibleTilesY;
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// Get offsets for smooth movement
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float fTileOffsetX = (fOffsetX - (int)fOffsetX) * nTileWidth;
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float fTileOffsetY = (fOffsetY - (int)fOffsetY) * nTileHeight;
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// Draw visible tile map
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for (int x = -1; x < nVisibleTilesX + 1; x++)
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{
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for (int y = -1; y < nVisibleTilesY + 1; y++)
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{
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wchar_t sTileID = GetTile(x + fOffsetX, y + fOffsetY);
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switch (sTileID)
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{
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case L'.': // Sky
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Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_CYAN);
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break;
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case L'#': // Solid Block
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//Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_RED);
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DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 2 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight);
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break;
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case L'G': // Ground Block
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DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 0 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight);
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break;
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case L'B': // Brick Block
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DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 0 * nTileWidth, 1 * nTileHeight, nTileWidth, nTileHeight);
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break;
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case L'?': // Question Block
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DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 1 * nTileWidth, 1 * nTileHeight, nTileWidth, nTileHeight);
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break;
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case L'o': // Coin
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Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_CYAN);
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DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 3 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight);
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break;
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default:
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Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_BLACK);
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break;
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}
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}
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}
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// Draw Player
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//Fill((fPlayerPosX - fOffsetX) * nTileWidth, (fPlayerPosY - fOffsetY) * nTileWidth, (fPlayerPosX - fOffsetX + 1.0f) * nTileWidth, (fPlayerPosY - fOffsetY + 1.0f) * nTileHeight, PIXEL_SOLID, FG_GREEN);
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DrawPartialSprite((fPlayerPosX - fOffsetX) * nTileWidth, (fPlayerPosY - fOffsetY) * nTileWidth, spriteMan, nDirModX * nTileWidth, nDirModY * nTileHeight, nTileWidth, nTileHeight);
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return true;
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}
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};
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int main()
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{
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OneLoneCoder_Platformer game;
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if (game.ConstructConsole(256, 240, 4, 4))
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game.Start();
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return 0;
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}
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