feat: fully working on SDL3 :)

This commit is contained in:
Martin Prokoph
2025-02-28 23:29:38 +01:00
parent 071867674f
commit 6e82495bb5
11 changed files with 486 additions and 157 deletions

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@@ -152,7 +152,8 @@ else()
)
endmacro()
copy_helper("assets/Inter-VariableFont.ttf")
copy_helper("assets/the_entertainer.ogg")
copy_helper("assets/MartianMono-VariableFont.ttf")
copy_helper("assets/sunset_on_the_beach.ogg")
copy_helper("assets/gs_tiger.svg")
endif()

109
src/adventura.cpp Normal file
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@@ -0,0 +1,109 @@
#include <string>
#include <iostream>
#include <thread>
#include <chrono>
#include "world.hpp"
#include "player.hpp"
#include "blockRegistry.hpp"
#include "movementHandler.hpp"
#include "output.hpp"
using std::string;
using std::cout;
using std::endl;
bool startWorld(string worldFile);
bool parseArgs(int argc, char *argv[]);
static bool testMode = false;
static unsigned int worldIndex = 2;
/**
* Entry point of the program.
* If a world file is provided as an argument, play through that world.
* Otherwise, play through all worlds in the worlds directory.
* In case the player dies during gameplay, exit without printing the victory screen.
* If the player reaches the goal of the final level, print the victory screen and exit.
*/
int start(int argc, char *argv[]) {
if (parseArgs(argc, argv)) return 0;
if (!testMode) {
printFile("./screens/start.txt", Color::BRIGHT_YELLOW); // Show the story introduction
waitForInput();
printGuide(); // Show the block guide
waitForInput();
}
// Load every world in order
for (const auto & world : getOrderedFileNames("./worlds/", ".txt"))
if (!startWorld(world)) return 0; // If the player dies, exit
// Print the victory screen once all levels have been completed
printFile("./screens/victory.txt", Color::BRIGHT_GREEN);
return 0;
}
/**
* Start a new world defined in the file at worldFile.
* If the player reaches the goal, return true.
* In case they die, print the death screen and return false.
* @return true if the player reached the goal, false in case of death
*/
bool startWorld(string worldFile) {
BlockRegistry blockRegistry = BlockRegistry();
World world = World(blockRegistry);
world.loadFromFile(worldFile);
Player player = Player(world.getStartPos(), world);
render(world, player.mapToWorldspace());
inputLoop(player, world, testMode, worldIndex);
worldIndex++;
if (!player.isAlive()) printFile("./screens/death.txt", Color::BRIGHT_RED);
return player.hasReachedGoal();
}
/**
* Parses command-line arguments to set the game's configuration.
*
* Recognizes the following arguments:
* - "-h" or "--help": Displays the help screen and exits.
* - "-t" or "--test": Enables test mode, starting an automated playthrough.
* - "-l" or "--level <levelName>": Loads and plays only the specified level.
*
* If a custom action is specified, the function returns true to indicate
* immediate termination after executing the requested action.
*
* @param argc The number of command-line arguments.
* @param argv The array containing the command-line arguments.
* @return true if the program should exit after handling the arguments, false otherwise.
*/
bool parseArgs(int argc, char *argv[]) {
if (argc > 1) {
for (int i = 1; i < argc; i++) {
string arg = string(argv[i]); // Unsafe buffer usage warnings can be safely ignored, as we do check for the size
if (arg == "-h" || arg == "--help")
break;
else if (arg == "-t" || arg == "--test")
testMode = true;
else if ((arg == "-l" || arg == "--level") && argc > i + 1) {
if (!startWorld("./" + string(argv[i+1]))) // This warning can also be ignored, again we do this in a safe way
return true; // Load only the specified world
else
printFile("./screens/completed_single_level.txt", Color::BRIGHT_GREEN);
return true;
}
}
if (!testMode) {
printFile("./screens/help.txt", Color::BRIGHT_BLUE); // Print help screen
return true;
}
}
return false;
}

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@@ -1,3 +1,3 @@
"The Entertainer" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/
"Sunset On The Beach" Kumiku
Licensed under CC0 1.0
https://freemusicarchive.org/music/Komiku/Poupis_incredible_adventures_/Komiku_-_Poupis_incredible_adventures__-_55_Sunset_on_the_beach/

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@@ -1,109 +1,284 @@
#include <string>
#include <iostream>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_init.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <SDL3_image/SDL_image.h>
#include <cmath>
#include <string_view>
#include <filesystem>
#include <thread>
#include <chrono>
#include "adventura.cpp"
#include "world.hpp"
#include "player.hpp"
#include "blockRegistry.hpp"
#include "movementHandler.hpp"
#include "output.hpp"
constexpr uint32_t windowStartWidth = 1200;
constexpr uint32_t windowStartHeight = 800;
using std::string;
using std::cout;
using std::endl;
void loadWorld(void* appstate, string worldFile);
void resetWorld(void* appstate);
void loadNextWorld(void* appstate);
bool startWorld(string worldFile);
bool parseArgs(int argc, char *argv[]);
struct AppContext {
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Texture* messageTex, *imageTex;
SDL_FRect messageDest;
SDL_AudioDeviceID audioDevice;
Mix_Music* music;
SDL_AppResult app_quit = SDL_APP_CONTINUE;
Player* player;
World* world;
TTF_Font* font;
};
static bool testMode = false;
static unsigned int worldIndex = 2;
/**
* Entry point of the program.
* If a world file is provided as an argument, play through that world.
* Otherwise, play through all worlds in the worlds directory.
* In case the player dies during gameplay, exit without printing the victory screen.
* If the player reaches the goal of the final level, print the victory screen and exit.
*/
int main(int argc, char *argv[]) {
if (parseArgs(argc, argv)) return 0;
if (!testMode) {
printFile("./screens/start.txt", Color::BRIGHT_YELLOW); // Show the story introduction
waitForInput();
printGuide(); // Show the block guide
waitForInput();
}
// Load every world in order
for (const auto & world : getOrderedFileNames("./worlds/", ".txt"))
if (!startWorld(world)) return 0; // If the player dies, exit
// Print the victory screen once all levels have been completed
printFile("./screens/victory.txt", Color::BRIGHT_GREEN);
return 0;
SDL_AppResult SDL_Fail(){
SDL_LogError(SDL_LOG_CATEGORY_CUSTOM, "Error %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/**
* Start a new world defined in the file at worldFile.
* If the player reaches the goal, return true.
* In case they die, print the death screen and return false.
* @return true if the player reached the goal, false in case of death
*/
bool startWorld(string worldFile) {
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
// init the library, here we make a window so we only need the Video capabilities.
if (not SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)){
return SDL_Fail();
}
// init TTF
if (not TTF_Init()) {
return SDL_Fail();
}
// create a window
SDL_Window* window = SDL_CreateWindow("Adventura", windowStartWidth, windowStartHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (not window){
return SDL_Fail();
}
// create a renderer
SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL);
if (not renderer){
return SDL_Fail();
}
// load the font
#if __ANDROID__
std::filesystem::path basePath = ""; // on Android we do not want to use basepath. Instead, assets are available at the root directory.
#else
auto basePathPtr = SDL_GetBasePath();
if (not basePathPtr){
return SDL_Fail();
}
const std::filesystem::path basePath = basePathPtr;
#endif
const auto fontPath = basePath / "assets/MartianMono-VariableFont.ttf";
TTF_Font* font = TTF_OpenFont(fontPath.string().c_str(), 36);
if (not font) {
return SDL_Fail();
}
// render the font to a surface
const std::string_view text = "Hello SDL!";
SDL_Surface* surfaceMessage = TTF_RenderText_Solid(font, text.data(), text.length(), { 255,255,255 });
// make a texture from the surface
SDL_Texture* messageTex = SDL_CreateTextureFromSurface(renderer, surfaceMessage);
// we no longer need the font or the surface, so we can destroy those now.
//TTF_CloseFont(font);
SDL_DestroySurface(surfaceMessage);
// load the SVG
auto svg_surface = IMG_Load((basePath / "assets/gs_tiger.svg").string().c_str());
SDL_Texture* tex = SDL_CreateTextureFromSurface(renderer, svg_surface);
SDL_DestroySurface(svg_surface);
// get the on-screen dimensions of the text. this is necessary for rendering it
auto messageTexProps = SDL_GetTextureProperties(messageTex);
SDL_FRect text_rect{
.x = 0,
.y = 0,
.w = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0)),
.h = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0))
};
// init SDL Mixer
auto audioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
if (not audioDevice) {
return SDL_Fail();
}
if (not Mix_OpenAudio(audioDevice, NULL)) {
return SDL_Fail();
}
// load the music
auto musicPath = basePath / "assets/sunset_on_the_beach.ogg";
auto music = Mix_LoadMUS(musicPath.string().c_str());
if (not music) {
return SDL_Fail();
}
// play the music (does not loop)
Mix_PlayMusic(music, 99999);
// print some information about the window
SDL_ShowWindow(window);
{
int width, height, bbwidth, bbheight;
SDL_GetWindowSize(window, &width, &height);
SDL_GetWindowSizeInPixels(window, &bbwidth, &bbheight);
SDL_Log("Window size: %ix%i", width, height);
SDL_Log("Backbuffer size: %ix%i", bbwidth, bbheight);
if (width != bbwidth){
SDL_Log("This is a highdpi environment.");
}
}
BlockRegistry blockRegistry = BlockRegistry();
World world = World(blockRegistry);
world.loadFromFile(worldFile);
Player player = Player(world.getStartPos(), world);
render(world, player.mapToWorldspace());
inputLoop(player, world, testMode, worldIndex);
World *world = new World(blockRegistry);
Player *player = new Player(world->getStartPos(), *world);
worldIndex++;
if (!player.isAlive()) printFile("./screens/death.txt", Color::BRIGHT_RED);
return player.hasReachedGoal();
// set up the application data
*appstate = new AppContext{
.window = window,
.renderer = renderer,
.messageTex = messageTex,
.imageTex = tex,
.messageDest = text_rect,
.audioDevice = audioDevice,
.music = music,
.player = player,
.world = world,
.font = font
};
loadNextWorld(*appstate);
SDL_SetRenderVSync(renderer, -1); // enable vysnc
SDL_Log("Application started successfully!");
//start(argc, argv);
return SDL_APP_CONTINUE;
}
/**
* Parses command-line arguments to set the game's configuration.
*
* Recognizes the following arguments:
* - "-h" or "--help": Displays the help screen and exits.
* - "-t" or "--test": Enables test mode, starting an automated playthrough.
* - "-l" or "--level <levelName>": Loads and plays only the specified level.
*
* If a custom action is specified, the function returns true to indicate
* immediate termination after executing the requested action.
*
* @param argc The number of command-line arguments.
* @param argv The array containing the command-line arguments.
* @return true if the program should exit after handling the arguments, false otherwise.
*/
bool parseArgs(int argc, char *argv[]) {
if (argc > 1) {
for (int i = 1; i < argc; i++) {
string arg = string(argv[i]); // Unsafe buffer usage warnings can be safely ignored, as we do check for the size
if (arg == "-h" || arg == "--help")
break;
else if (arg == "-t" || arg == "--test")
testMode = true;
else if ((arg == "-l" || arg == "--level") && argc > i + 1) {
if (!startWorld("./" + string(argv[i+1]))) // This warning can also be ignored, again we do this in a safe way
return true; // Load only the specified world
else
printFile("./screens/completed_single_level.txt", Color::BRIGHT_GREEN);
return true;
}
}
if (!testMode) {
printFile("./screens/help.txt", Color::BRIGHT_BLUE); // Print help screen
return true;
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event* event) {
auto* app = (AppContext*)appstate;
if (event->type == SDL_EVENT_KEY_DOWN) {
if (event->key.scancode == SDL_SCANCODE_W) {
onInput('w', *(app->world), *(app->player));
} else if (event->key.scancode == SDL_SCANCODE_A) {
onInput('a', *(app->world), *(app->player));
} else if (event->key.scancode == SDL_SCANCODE_S) {
onInput('s', *(app->world), *(app->player));
} else if (event->key.scancode == SDL_SCANCODE_D) {
onInput('d', *(app->world), *(app->player));
}
}
return false;
if ((*app->player).hasReachedGoal()) {
loadNextWorld(appstate);
}
if (event->type == SDL_EVENT_QUIT) {
app->app_quit = SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate) {
auto* app = (AppContext*)appstate;
// draw a color
auto time = SDL_GetTicks() / 1000.f;
auto red = (std::sin(time) + 1) / 2.0 * 255;
auto green = (std::sin(time / 2) + 1) / 2.0 * 255;
auto blue = (std::sin(time) * 2 + 1) / 2.0 * 255;
SDL_SetRenderDrawBlendMode(app->renderer, SDL_BLENDMODE_ADD);
SDL_SetRenderDrawColor(app->renderer, red, green, blue, 1);
SDL_SetRenderDrawColor(app->renderer, 0, 0, 0, 20);
SDL_RenderClear(app->renderer);
// Renderer uses the painter's algorithm to make the text appear above the image, we must render the image first.
//SDL_RenderTexture(app->renderer, app->imageTex, NULL, NULL);
vector<vector<char>> worldState = render(*(app->world), (*app->player).mapToWorldspace());
for (int i = 0; i < worldState.size(); i++) {
vector<char> line = worldState.at(i);
SDL_Surface* surfaceMessage = TTF_RenderText_Solid(app->font, line.data(), line.size(), { 255,255,255 });
// make a texture from the surface
SDL_Texture* messageTex = SDL_CreateTextureFromSurface(app->renderer, surfaceMessage);
auto messageTexProps = SDL_GetTextureProperties(messageTex);
SDL_FRect text_rect{
.x = 0,
.y = float(i * SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0)*2),
.w = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0))*2,
.h = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0))*2
};
SDL_DestroySurface(surfaceMessage);
SDL_RenderTexture(app->renderer, messageTex, NULL, &text_rect);
SDL_DestroyTexture(messageTex);
}
//SDL_RenderTexture(app->renderer, app->messageTex, NULL, &app->messageDest);
SDL_RenderPresent(app->renderer);
return app->app_quit;
}
void SDL_AppQuit(void* appstate, SDL_AppResult result) {
auto* app = (AppContext*)appstate;
if (app) {
SDL_DestroyRenderer(app->renderer);
SDL_DestroyWindow(app->window);
Mix_FadeOutMusic(1000); // prevent the music from abruptly ending.
Mix_FreeMusic(app->music); // this call blocks until the music has finished fading
Mix_CloseAudio();
SDL_CloseAudioDevice(app->audioDevice);
delete app;
}
TTF_Quit();
Mix_Quit();
SDL_Log("Application quit successfully!");
SDL_Quit();
}
string currentWorld = "";
void loadWorld(void* appstate, string worldFile) {
auto* app = (AppContext*)appstate;
(*app->world).loadFromFile(worldFile);
(app -> player) = new Player((*app->world).getStartPos(), *app->world);
currentWorld = worldFile;
}
void resetWorld(void* appstate) {
auto* app = (AppContext*)appstate;
loadWorld(appstate, currentWorld);
}
void loadNextWorld(void* appstate) {
auto* app = (AppContext*)appstate;
vector<string> worldFiles = getOrderedFileNames("./worlds/", ".txt");
if (currentWorld == "") {
loadWorld(app, worldFiles.at(0));
return;
}
int index = std::find(worldFiles.begin(), worldFiles.end(), currentWorld) - worldFiles.begin();
if (index + 1 < worldFiles.size()) {
loadWorld(appstate, worldFiles.at(index + 1));
}
else {
resetWorld(appstate);
// You won
}
}

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@@ -154,6 +154,7 @@ static void tryBlockGravity(BlockPos& playerPos, World& world) {
*/
static bool onInput(char lastChar, World& world, Player& player) {
if (player.isFreeFalling()) return false;
switch (lastChar) {
case ' ':
case 'w':
@@ -198,10 +199,10 @@ static void inputLoop(Player& player, World& world, bool testMode, unsigned int
jumpBackOneLine();
}
for (char lastChar : currentInput) {
if (onInput(lastChar, world, player))
redraw(world, player.mapToWorldspace());
}
//for (char lastChar : currentInput) {
// if (onInput(lastChar, world, player))
// redraw(world, player.mapToWorldspace());
//}
}
inputIndex = 0;
}

70
src/output.cpp Normal file
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@@ -0,0 +1,70 @@
#include <string>
#include <iostream>
#include "output.hpp"
using std::string;
using std::cout;
using std::endl;
/**
* Move the console cursor up by one line.
* Used to overwrite the previous line.
*/
static void jumpBackOneLine() {
std::cout << "\033[1A";
}
/**
* Renders the current state of the game world and player onto the console.
* It prints the world's blocks with their respective colors and encodings (characters).
* On positions that overlap with the player texture, the relevant character of the player's texture is printed instead.
*
* @param world Reference to the World object representing the current world.
* @param playerTexture Reference to the current Player texture.
*/
static vector<vector<char>> render(World &world, vector<vector<char>> playerTexture) {
vector<vector<Block>> canvas = world.getFieldState();
vector<vector<char>> out;
for (unsigned int y = 0; y <= world.getMaxY(); y++) {
vector<char> line;
for (unsigned int x = 0; x <= world.getMaxX(); x++) {
if (!world.getBlockAt(BlockPos(x, y)).getSettings().isPushable()
&& playerTexture.size() > y && playerTexture.at(y).size() > x && playerTexture.at(y).at(x) != ' ') {
line.push_back(playerTexture.at(y).at(x));
//<< Color::BRIGHT_YELLOW << playerTexture.at(y).at(x);
}
else if (canvas.size() > y && canvas.at(y).size() > x) {
line.push_back(canvas.at(y).at(x).getEncoding());
//cout << canvas.at(y).at(x).getColor() << canvas.at(y).at(x).getEncoding();
}
else line.push_back(' ');
}
out.push_back(line);
}
return out;
}
/**
* Prints a guide for the player, explaining what each block in the game
* represents.
*/
static void printGuide() {
// We use a vector here instead of a map, because we want to keep this order
std::vector<std::pair<string, Color>> guide = {
{"- Plattform", Color::RESET},
{"H Leiter", Color::BRIGHT_MAGENTA},
{"S Start", Color::RESET},
{"O Ziel", Color::BRIGHT_GREEN},
{"0 Wand", Color::RESET},
{"^ Stacheln", Color::BRIGHT_RED},
{"~ Wasser", Color::BRIGHT_BLUE},
{"x Kiste", Color::BRIGHT_CYAN},
{"* Sand", Color::BRIGHT_YELLOW}
};
for (std::pair<string, Color> p : guide) {
cout << p.second << p.first << endl;
}
cout << endl << Color::RESET << "WASD + Enter -> Spiel starten" << endl;
}

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@@ -1,19 +1,12 @@
#pragma once
#include <string>
#include <iostream>
#include "world.hpp"
using std::string;
using std::cout;
using std::endl;
/**
* Move the console cursor up by one line.
* Used to overwrite the previous line.
*/
static void jumpBackOneLine() {
std::cout << "\033[1A";
}
/**
@@ -24,40 +17,27 @@ static void jumpBackOneLine() {
* @param world Reference to the World object representing the current world.
* @param playerTexture Reference to the current Player texture.
*/
static void render(World &world, vector<vector<char>> playerTexture) {
static vector<vector<char>> render(World &world, vector<vector<char>> playerTexture) {
vector<vector<Block>> canvas = world.getFieldState();
vector<vector<char>> out;
for (unsigned int y = 0; y <= world.getMaxY(); y++) {
vector<char> line;
for (unsigned int x = 0; x <= world.getMaxX(); x++) {
if (!world.getBlockAt(BlockPos(x, y)).getSettings().isPushable()
&& playerTexture.size() > y && playerTexture.at(y).size() > x && playerTexture.at(y).at(x) != ' ') {
cout << Color::BRIGHT_YELLOW << playerTexture.at(y).at(x);
line.push_back(playerTexture.at(y).at(x));
//cout << Color::BRIGHT_YELLOW << playerTexture.at(y).at(x);
}
else if (canvas.size() > y && canvas.at(y).size() > x) {
cout << canvas.at(y).at(x).getColor() << canvas.at(y).at(x).getEncoding();
line.push_back(canvas.at(y).at(x).getEncoding());
//cout << canvas.at(y).at(x).getColor() << canvas.at(y).at(x).getEncoding();
}
else cout << ' ';
else line.push_back(' ');
}
cout << endl;
out.push_back(line);
}
}
/**
* Redraws the game world and player state on the console.
* This function first moves the console cursor up by the number of lines
* equivalent to the world's height, effectively clearing previous output.
* It then calls the render function to display the current state of the world
* and the player.
*
* @param world Reference to the World object representing the current world.
* @param playerTexture Reference to the current Player texture.
*/
static void redraw(World &world, vector<vector<char>> playerTexture) {
for (unsigned int y = 0; y <= world.getMaxY(); y++) {
jumpBackOneLine();
}
render(world, playerTexture);
return out;
}
/**
@@ -65,20 +45,4 @@ static void redraw(World &world, vector<vector<char>> playerTexture) {
* represents.
*/
static void printGuide() {
// We use a vector here instead of a map, because we want to keep this order
std::vector<std::pair<string, Color>> guide = {
{"- Plattform", Color::RESET},
{"H Leiter", Color::BRIGHT_MAGENTA},
{"S Start", Color::RESET},
{"O Ziel", Color::BRIGHT_GREEN},
{"0 Wand", Color::RESET},
{"^ Stacheln", Color::BRIGHT_RED},
{"~ Wasser", Color::BRIGHT_BLUE},
{"x Kiste", Color::BRIGHT_CYAN},
{"* Sand", Color::BRIGHT_YELLOW}
};
for (std::pair<string, Color> p : guide) {
cout << p.second << p.first << endl;
}
cout << endl << Color::RESET << "WASD + Enter -> Spiel starten" << endl;
}

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@@ -47,7 +47,6 @@ public:
void move(BlockPos offset) {
setPos(pos + offset);
}
/**
* Updates the player's position and checks for any conditions that would update the state of the player.
@@ -65,13 +64,15 @@ public:
if (world.getBlockAt(newPos.add(0, 2)) == world.getBlockRegistry().WATER) fallLength = 0;
isFreeFalling = !world.getBlockAt(newPos.add(0, 2)).getSettings().isSolid();
if (isFreeFalling) {
freeFalling = !world.getBlockAt(newPos.add(0, 2)).getSettings().isSolid();
if (freeFalling) {
fallLength += 1;
if (fallLength > 2) playerTexture = FALLING_PLAYER_TEXTURE;
redraw(world, this->mapToWorldspace());
std::this_thread::sleep_for(std::chrono::milliseconds(100 / fallLength + 50));
move(0, 1);
SDL_AddTimer(100 / fallLength + 50, [](void *userdata, SDL_TimerID timerID, Uint32 interval) -> Uint32 {
Player *player = (Player *)userdata;
player->move(0, 1);
return 0;
}, this);
}
else {
playerTexture = REGULAR_PLAYER_TEXTURE;
@@ -87,7 +88,7 @@ public:
*/
void unalive() {
playerTexture = DEAD_PLAYER_TEXTURE;
redraw(world, this->mapToWorldspace());
//redraw(world, this->mapToWorldspace());
alive = false;
}
@@ -99,6 +100,14 @@ public:
bool isAlive() {
return alive;
}
/**
* Checks if the player is still alive.
*
* @return true if the player is alive, false otherwise.
*/
bool isFreeFalling() {
return freeFalling;
}
/**
* Checks if the player has reached the goal in the current world.
@@ -141,7 +150,7 @@ private:
std::array<std::array<char, 3>, 3> playerTexture;
BlockPos pos = BlockPos(0, 0);
bool alive = true;
bool isFreeFalling = false;
bool freeFalling = false;
bool reachedGoal = false;
int fallLength = 0;