#include <mario.h>
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| void | move (glm::vec2 dir) |
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| void | moveVelocityX (float dir) |
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| void | jump (float power) |
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| void | applyGravity (float gravity) |
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| void | updateMove () |
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| void | updatePhisics (float deltaTime) |
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| void | resolveConstrains (Block *map) |
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| void | checkCollisionBrute (glm::vec2 &pos, glm::vec2 lastPos, Block *map, bool &upTouch, bool &downTouch, bool &leftTouch, bool &rightTouch) |
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| glm::vec2 | performCollision (Block *map, glm::vec2 pos, glm::vec2 size, glm::vec2 delta, bool &upTouch, bool &downTouch, bool &leftTouch, bool &rightTouch) |
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Definition at line 28 of file mario.h.
◆ applyGravity()
| void Player::applyGravity |
( |
float | gravity | ) |
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◆ checkCollisionBrute()
| void Player::checkCollisionBrute |
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glm::vec2 & | pos, |
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glm::vec2 | lastPos, |
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Block * | map, |
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bool & | upTouch, |
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bool & | downTouch, |
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bool & | leftTouch, |
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bool & | rightTouch ) |
◆ jump()
| void Player::jump |
( |
float | power | ) |
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◆ move()
| void Player::move |
( |
glm::vec2 | dir | ) |
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◆ moveVelocityX()
| void Player::moveVelocityX |
( |
float | dir | ) |
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◆ performCollision()
| glm::vec2 Player::performCollision |
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Block * | map, |
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glm::vec2 | pos, |
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glm::vec2 | size, |
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glm::vec2 | delta, |
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bool & | upTouch, |
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bool & | downTouch, |
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bool & | leftTouch, |
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bool & | rightTouch ) |
◆ resolveConstrains()
| void Player::resolveConstrains |
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Block * | map | ) |
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◆ updateMove()
| void Player::updateMove |
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| ) |
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◆ updatePhisics()
| void Player::updatePhisics |
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float | deltaTime | ) |
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◆ grounded
| bool Player::grounded = 0 |
◆ input
◆ lastPos
| glm::vec2 Player::lastPos {} |
◆ movingRight
| bool Player::movingRight = 0 |
◆ movingThisFrame
| bool Player::movingThisFrame = false |
◆ position
◆ velocity
| glm::vec2 Player::velocity = {} |
The documentation for this struct was generated from the following files: