586 lines
20 KiB
C++
586 lines
20 KiB
C++
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#include "parameters.h"
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#include "level.h"
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#include "player.h"
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#include <azur/azur.h>
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#include <azur/gint/render.h>
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#include <num/num.h>
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#include "utilities.h"
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#include <cstdint>
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#include <stdlib.h>
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#include "player.h"
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#define TILESIZE 16
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extern struct Map map_level0;
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extern struct Map map_level1;
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extern struct Map map_level2;
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extern struct Map map_level3;
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extern struct Map map_level4;
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extern struct Map map_level5;
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extern bool drawbackground;
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extern bool drawforeground;
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extern bool drawnormals;
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extern bool drawborders;
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extern bool textbacktile;
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extern bool textforetile;
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extern uint16_t tilecolor;
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extern uint16_t backcolor;
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extern std::vector<Border*> MyLevelBorders;
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extern Player MyPlayer;
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struct Map *map_level;
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int tileXmin, tileXmax;
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int tileYmin, tileYmax;
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int XinTile, YinTile;
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extern bopti_image_t img_selected;
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Level::Level( )
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{
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map_level = &map_level0;
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this->UpdateDataMap( );
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}
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Level::~Level( )
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{
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}
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void Level::ChangeMap( int level )
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{
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if(level==0) map_level = &map_level0;
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else if(level==1) map_level = &map_level1;
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else if(level==2) map_level = &map_level2;
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else if(level==3) map_level = &map_level3;
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else if(level==4) map_level = &map_level4;
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else if(level==5) map_level = &map_level5;
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else map_level = &map_level0;
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this->UpdateDataMap( );
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}
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void Level::UpdateDataMap( void )
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{
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for(int i=0; i<map_level->w; i++)
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{
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for(int j=0; j<map_level->h; j++)
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{
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uint16_t index = j * map_level->w + i;
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uint16_t currentTile = map_level->layers[1][ index ];
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if (currentTile==31)
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{
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MyPlayer.currx = ((float) (i + 0.5f))*16.0f;
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MyPlayer.curry = ((float) (j + 0.5f))*16.0f;
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MyPlayer.vx = 0;
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MyPlayer.vy = 0;
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MyPlayer.Update( 0 );
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}
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}
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}
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}
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void Level::Render( void )
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{
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for(int u=!drawbackground; u<map_level->nblayers-!drawforeground;u++)
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{
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for(int i=0; i<map_level->w; i++)
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{
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for(int j=0; j<map_level->h; j++)
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{
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uint16_t index = j * map_level->w + i;
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int16_t currentTile = map_level->layers[u][ index ];
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if (currentTile!=-1)
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{
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uint16_t xtile = (currentTile % map_level->tileset_size) * 16;
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uint16_t ytile = (currentTile / map_level->tileset_size) * 16;
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if (u==0) azrp_subimage_rgb16_dye( i*16, j*16, map_level->tileset, xtile, ytile, 16, 16, IMAGE_DYE | IMAGE_NOCLIP_INPUT, tilecolor );
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else azrp_subimage_rgb16( i*16, j*16, map_level->tileset, xtile, ytile, 16, 16, DIMAGE_NONE | IMAGE_NOCLIP_INPUT );
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#if(DEBUG_MODE)
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if (textbacktile) azrp_draw_text( i*16, j*16, "%d", GetTileBackgroundINT( i, j ) );
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if (textforetile) azrp_draw_text( i*16+8, j*16+8, "%d", GetTileForegroundINT( i, j ) );
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#endif
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}
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}
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}
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}
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#if(DEBUG_MODE)
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if (drawborders)
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for( unsigned int i=0; i<MyLevelBorders.size(); i++)
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azrp_line( (int) MyLevelBorders[i]->A.x, (int) MyLevelBorders[i]->A.y,
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(int) MyLevelBorders[i]->B.x, (int) MyLevelBorders[i]->B.y,
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MyLevelBorders[i]->color );
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if (drawnormals)
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for( unsigned int i=0; i<MyLevelBorders.size(); i++)
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azrp_line( ((int) MyLevelBorders[i]->A.x+(int) MyLevelBorders[i]->B.x)/2, ((int) MyLevelBorders[i]->A.y+(int) MyLevelBorders[i]->B.y)/2,
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((int) MyLevelBorders[i]->A.x+(int) MyLevelBorders[i]->B.x)/2 + (int) MyLevelBorders[i]->N.x/2, ((int) MyLevelBorders[i]->A.y+(int) MyLevelBorders[i]->B.y)/2 + (int) MyLevelBorders[i]->N.y/2,
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C_BLUE );
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#endif
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}
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void Level::Update( float dt )
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{
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UpdateBorders( );
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}
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/*RETURN the type of tile located in the background for the point x, y using player coordinates (x=[0..25], y=[0..14]) */
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/*the x and y correspond to hte integer part of MyPlayer.x and MyPlayer.y*/
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int Level::GetTileBackgroundINT( uint8_t x, uint8_t y )
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{
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uint16_t index = y * map_level->w + x;
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uint16_t currentTile = map_level->layers[0][ index ];
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return currentTile;
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}
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/*RETURN the type of tile located in the foreground for the point x, y using player coordinates (x=[0..25], y=[0..14]) */
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/*the x and y correspond to hte integer part of MyPlayer.x and MyPlayer.y*/
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int Level::GetTileForegroundINT( uint8_t x, uint8_t y )
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{
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uint16_t index = y * map_level->w + x;
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uint16_t currentTile = map_level->layers[1][ index ];
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return currentTile;
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}
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/*RETURN the type of tile located in the background for the point x, y using screen coordinates (x=[0..396], y=[0..223]) */
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int Level::GetTileBackground( uint16_t x, uint16_t y )
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{
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uint8_t tileX = x >> 4;
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uint8_t tileY = y >> 4;
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uint16_t index = tileY * map_level->w + tileX;
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uint16_t currentTile = map_level->layers[0][ index ];
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return currentTile;
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}
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/*RETURN the type of tile located in the foreground for the point x, y using screen coordinates (x=[0..396], y=[0..223]) */
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int Level::GetTileForeground( uint16_t x, uint16_t y )
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{
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uint8_t tileX = x >> 4;
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uint8_t tileY = y >> 4 ;
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uint16_t index = tileY * map_level->w + tileX;
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uint16_t currentTile = map_level->layers[1][ index ];
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return currentTile;
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}
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// Compute the intersection Point between segments [AB] and [CD]
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// if there is an intersection, return true and store the result into Point R
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bool CollisionSegSeg( Vector2D A, Vector2D B, Vector2D N, Vector2D C, Vector2D D, Vector2D *R )
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{
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Vector2D I = B - A;
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Vector2D J = D - C;
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libnum::num32 det = I.Det(J);
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if (det==0) return false; // the segments are parallel
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libnum::num32 m = (I.Det(A) - I.Det(C) ) / det;
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libnum::num32 k = (J.Det(A) - J.Det(C) ) / det;
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if ((m>=libnum::num32(0) && m<=libnum::num32(1) && k>=libnum::num32(0) && k<=libnum::num32(1)))
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{
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if ( J.Dot(N) >= libnum::num32(0))
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return false;
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else
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{
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//(*R).x = C.x + k*J.x;
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//(*R).y = C.y + k*J.y;
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*R = C + k*J;
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return true;
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}
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}
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else return false; // intersection of the lines, but not of the segments
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}
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libnum::num32 ClosestPointOnSegment( Vector2D A, Vector2D B, Vector2D P, Vector2D *R )
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{
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Vector2D AB;
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AB.x = B.x - A.x;
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AB.y = B.y - A.y;
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libnum::num32 t = AB.Dot( AB );
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if (t==0)
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{
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(*R).x = A.x;
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(*R).y = A.y;
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return t;
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}
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Vector2D Pv, Av;
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Pv.x = P.x;
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Pv.y = P.y;
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Av.x = A.x;
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Av.y = A.y;
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libnum::num32 t2 = (Pv.Dot(AB) - Av.Dot(AB)) / t;
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if (t2<libnum::num32(0)) t2 = libnum::num32(0);
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if (t2>libnum::num32(1)) t2 = libnum::num32(1);
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Av.Add( AB, t );
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(*R).x = A.x;
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(*R).y = A.y;
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return t2;
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}
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/*RETURN true if the player can go in the target position*/
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bool Level::CanGo( void )
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{
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Vector2D PlayerOrigin, PlayerTarget;
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PlayerOrigin.x = MyPlayer.currx;
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PlayerOrigin.y = MyPlayer.curry;
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PlayerTarget.x = MyPlayer.nextx;
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PlayerTarget.y = MyPlayer.nexty;
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if (PlayerTarget.x == PlayerOrigin.x && PlayerTarget.y == PlayerOrigin.y) return true; // velocity is 0 so Player.next = Player.Curr so we can stay here, that's obvious
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if (MyLevelBorders.size() == 0) return true; // there is no surrounding border so no need to check if there are collisions (also obvious)
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for (unsigned int i=0; i<MyLevelBorders.size(); i++)
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{
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Vector2D I;
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// Detection de collision entre [A,B] et [Player.Curr, Player.Next]
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if (CollisionSegSeg( MyLevelBorders[i]->A, MyLevelBorders[i]->B, MyLevelBorders[i]->N, PlayerOrigin, PlayerTarget, &I ))
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{
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MyLevelBorders[i]->color = C_RED;
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MyPlayer.nextx = I.x;
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MyPlayer.nexty = I.y;
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MyPlayer.vx = libnum::num32(0);
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MyPlayer.vy = libnum::num32(0);
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return false;
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}
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}
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return true;
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}
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Border* Level::MakeBorder( libnum::num32 DX, libnum::num32 DY, libnum::num32 x1, libnum::num32 y1, libnum::num32 x2, libnum::num32 y2 )
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{
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Border *Bord = new Border();
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Bord->A.x = DX + libnum::num(15)*x1;
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Bord->A.y = DY + libnum::num(15)*y1;
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Bord->B.x = DX + libnum::num(15)*x2;
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Bord->B.y = DY + libnum::num(15)*y2;
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Bord->N.x = Bord->A.y - Bord->B.y;
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Bord->N.y = Bord->B.x - Bord->A.x;
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Bord->color = C_GREEN;
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return Bord;
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}
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void Level::ConvertTileToBorder( int16_t currentTile, libnum::num32 DeltaX, libnum::num32 DeltaY )
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{
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Border *B1;
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switch(currentTile)
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{
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case -1: break; // Empty background
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case 0: break; // No borders (filling tile)
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case 1:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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//45° diagonals
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case 2:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 3:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(1),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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break;
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case 12:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(0),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 13:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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break;
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//22.5° diagonals
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case 4:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1)/libnum::num32(2) );
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MyLevelBorders.push_back(B1);
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break;
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case 5:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1)/libnum::num32(2), libnum::num32(1),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 6:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(1),libnum::num32(1)/libnum::num32(2) );
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MyLevelBorders.push_back(B1);
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break;
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case 7:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1)/libnum::num32(2), libnum::num32(1),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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break;
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case 14:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1)/libnum::num32(2), libnum::num32(0),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 15:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(0),libnum::num32(1)/libnum::num32(2) );
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MyLevelBorders.push_back(B1);
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break;
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case 16:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1)/libnum::num32(2), libnum::num32(0),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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break;
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case 17:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(1)/libnum::num32(2) );
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MyLevelBorders.push_back(B1);
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break;
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// 67.5° Diagonals
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case 24:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1)/libnum::num32(2),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 34:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1)/libnum::num32(2),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 25:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(1)/libnum::num32(2),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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break;
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case 35:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1)/libnum::num32(2),libnum::num32(0), libnum::num32(1),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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break;
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case 26:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1)/libnum::num32(2),libnum::num32(1), libnum::num32(0),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 36:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1)/libnum::num32(2),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 27:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(1)/libnum::num32(2),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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break;
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case 37:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1)/libnum::num32(2),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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break;
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// Blocks with 3 sides
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case 8:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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break;
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case 9:
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
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MyLevelBorders.push_back(B1);
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
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MyLevelBorders.push_back(B1);
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B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 18:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 19:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
// Blocks with 2 sides
|
|
|
|
case 28:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 29:
|
|
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 38:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 39:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 48:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 49:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
// Blocks with one single side
|
|
|
|
case 10:
|
|
case 44:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(0), libnum::num32(0),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 11:
|
|
case 46:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(1), libnum::num32(1),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 20:
|
|
case 47:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(0),libnum::num32(0), libnum::num32(0),libnum::num32(1) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
case 21:
|
|
case 45:
|
|
B1 = MakeBorder( DeltaX, DeltaY, libnum::num32(1),libnum::num32(1), libnum::num32(1),libnum::num32(0) );
|
|
MyLevelBorders.push_back(B1);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Level::UpdateBorders( void )
|
|
{
|
|
for(unsigned int i=0; i<MyLevelBorders.size(); i++)
|
|
delete MyLevelBorders[i];
|
|
|
|
MyLevelBorders.clear();
|
|
|
|
uint16_t xp = MyPlayer.tileX;
|
|
uint16_t yp = MyPlayer.tileY;
|
|
|
|
uint16_t xmin = max( xp - 1, 0 );
|
|
uint16_t xmax = min( xp + 1, map_level->w-1 );
|
|
|
|
uint16_t ymin = max( yp - 1, 0 );
|
|
uint16_t ymax = min( yp + 1, map_level->h-1 );
|
|
|
|
// for( int i=10; i<map_level->w; i++)
|
|
for( int i=xmin; i<=xmax; i++)
|
|
{
|
|
//for( int j=10; j<map_level->h; j++)
|
|
for( int j=ymin; j<=ymax; j++)
|
|
{
|
|
uint16_t index = j * map_level->w + i;
|
|
int16_t currentTile = map_level->layers[0][ index ];
|
|
|
|
libnum::num DeltaX = libnum::num( i*16 );
|
|
libnum::num DeltaY = libnum::num( j*16 );
|
|
|
|
ConvertTileToBorder( currentTile, DeltaX, DeltaY );
|
|
}
|
|
}
|
|
}
|