Added: collectibles class. Collectibles are strewn around the level and can be 'picked up' (deactivated, won't be rendered), when the player gets close and jumps.
This commit is contained in:
@@ -5,6 +5,7 @@ TYRA_DIR = ./../../engine
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EE_OBJS = \
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EE_OBJS = \
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camera.o \
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camera.o \
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objects/player.o \
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objects/player.o \
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objects/collectible.o \
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dolphin.o \
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dolphin.o \
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main.o
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main.o
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@@ -14,8 +14,11 @@
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const u8 WATER_TILE_SCALE = 5.0F;
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const u8 WATER_TILE_SCALE = 5.0F;
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const u8 WATER_SIZE = 100.0F;
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const u8 WATER_SIZE = 100.0F;
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const u8 OYSTERS_COUNT = 15.0F;
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Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
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Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
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{
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{
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oysters = new Collectible[OYSTERS_COUNT];
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}
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}
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Dolphin::~Dolphin() {}
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Dolphin::~Dolphin() {}
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@@ -58,6 +61,26 @@ void Dolphin::onInit()
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waterbox.rotation.x = Math::PI;
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waterbox.rotation.x = Math::PI;
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waterbox.position.y = -100.F;
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waterbox.position.y = -100.F;
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printf("Loading oyster dff\n");
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//oysters[0].loadDff("oyster/", "oyster", 1.F, false);
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oysters[0].mesh.loadObj("oyster/", "oyster", 10.F, false);
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printf("Loaded.");
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oysters[0].mesh.shouldBeBackfaceCulled = false;
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oysters[0].mesh.shouldBeFrustumCulled = false;
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oysters[0].mesh.position.set(15, 0, 15);
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texRepo->addByMesh("oyster/", oysters[0].mesh, BMP);
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printf("Adding oyster texture.\n");
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for (int i = 1; i < OYSTERS_COUNT; i++)
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{
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printf("Processing oyster %d\n", i);
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oysters[i].mesh.loadFrom(oysters[0].mesh);
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oysters[i].mesh.shouldBeBackfaceCulled = false;
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oysters[i].mesh.shouldBeFrustumCulled = false;
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texRepo->getByMesh(oysters[0].mesh.getId(), oysters[0].mesh.getMaterial(0).getId())
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->addLink(oysters[i].mesh.getId(), oysters[i].mesh.getMaterial(0).getId());
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oysters[i].mesh.position.set(i * -100, 5.0F, i * -100);
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}
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texRepo->addByMesh("dolphin/", player.mesh, BMP);
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texRepo->addByMesh("dolphin/", player.mesh, BMP);
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texRepo->addByMesh("sunnyisl/", island, BMP);
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texRepo->addByMesh("sunnyisl/", island, BMP);
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texRepo->addByMesh("skybox/", skybox, BMP);
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texRepo->addByMesh("skybox/", skybox, BMP);
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@@ -86,6 +109,17 @@ void Dolphin::onUpdate()
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water.position.z = (player.mesh.position.z / WATER_SIZE) * WATER_SIZE;
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water.position.z = (player.mesh.position.z / WATER_SIZE) * WATER_SIZE;
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}
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}
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for (int i = 0; i < OYSTERS_COUNT; i++)
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{
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Vector3 vecDist = oysters[i].mesh.position - player.mesh.position;
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float dist = Math::sqrt(vecDist.x + vecDist.y + vecDist.z);
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if (dist < 2 && player.getIsJumping() && oysters[i].isActive())
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{
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printf("Pickup %d Dist %d\n", i, dist);
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oysters[i].setActive(false);
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}
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}
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if (player.mesh.position.y > WATER_LEVEL - 5)
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if (player.mesh.position.y > WATER_LEVEL - 5)
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player.mesh.position.y = WATER_LEVEL - 5;
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player.mesh.position.y = WATER_LEVEL - 5;
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@@ -97,6 +131,13 @@ void Dolphin::onUpdate()
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engine->renderer->draw(water);
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engine->renderer->draw(water);
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engine->renderer->draw(skybox);
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engine->renderer->draw(skybox);
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engine->renderer->draw(waterbox);
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engine->renderer->draw(waterbox);
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for (u8 i = 0; i < OYSTERS_COUNT; i++)
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{
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if (oysters[i].isActive())
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{
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engine->renderer->draw(oysters[i].mesh);
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}
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}
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engine->renderer->draw(player.mesh);
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engine->renderer->draw(player.mesh);
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if (camera.position.y < WATER_LEVEL)
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if (camera.position.y < WATER_LEVEL)
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engine->renderer->draw(waterOverlay);
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engine->renderer->draw(waterOverlay);
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@@ -11,7 +11,6 @@
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#ifndef _DRIVER_
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#ifndef _DRIVER_
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#define _DRIVER_
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#define _DRIVER_
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#include <tamtypes.h>
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#include <tamtypes.h>
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#include <audsrv.h>
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#include <audsrv.h>
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#include <game.hpp>
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#include <game.hpp>
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@@ -21,6 +20,7 @@
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#include <modules/texture_repository.hpp>
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#include <modules/texture_repository.hpp>
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#include "./camera.hpp"
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#include "./camera.hpp"
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#include "./objects/player.hpp"
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#include "./objects/player.hpp"
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#include "./objects/collectible.hpp"
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class Dolphin : public Game
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class Dolphin : public Game
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{
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{
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@@ -39,6 +39,7 @@ private:
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Player player;
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Player player;
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Camera camera;
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Camera camera;
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Mesh island, skybox, water, waterbox;
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Mesh island, skybox, water, waterbox;
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Collectible *oysters;
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TextureRepository *texRepo;
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TextureRepository *texRepo;
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Sprite waterOverlay;
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Sprite waterOverlay;
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};
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};
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@@ -0,0 +1,39 @@
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Michał Mostowik <mostek3pl@gmail.com>
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*/
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#include "collectible.hpp"
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#include <loaders/obj_loader.hpp>
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#include <loaders/bmp_loader.hpp>
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#include <modules/gif_sender.hpp>
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#include <utils/debug.hpp>
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#include <utils/math.hpp>
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Collectible::Collectible()
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{
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mesh.loadObj("oyster/", "oyster", 10.F, false);
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mesh.shouldBeFrustumCulled = false;
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mesh.position.set(0.0F, 0.0F, 0.0f);
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bActive = true;
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}
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Collectible::~Collectible()
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{
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}
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void Collectible::setActive(u8 b)
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{
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bActive = b;
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}
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u8 Collectible::isActive()
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{
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return bActive;
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}
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@@ -0,0 +1,33 @@
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Michał Mostowik <mostek3pl@gmail.com>
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*/
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#ifndef _COLLECTIBLE_
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#define _COLLECTIBLE_
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#include "../camera.hpp"
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#include <tamtypes.h>
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class Collectible
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{
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public:
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float rotation;
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Mesh mesh;
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Collectible();
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~Collectible();
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void update();
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void setActive(u8 b);
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u8 isActive();
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private:
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u8 bActive;
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};
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#endif
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@@ -87,3 +87,8 @@ void Player::update(Pad &t_pad)
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Math::sin(mesh.rotation.z) * velocity * (isJumping + 1);
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Math::sin(mesh.rotation.z) * velocity * (isJumping + 1);
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mesh.position.y += lift;
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mesh.position.y += lift;
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}
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}
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u8 Player::getIsJumping()
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{
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return isJumping;
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}
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@@ -26,6 +26,7 @@ public:
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Player();
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Player();
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~Player();
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~Player();
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void update(Pad &t_pad);
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void update(Pad &t_pad);
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u8 getIsJumping();
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private:
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private:
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u8 isJumping;
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u8 isJumping;
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