[Added] Enemy player detection and shooting, [Moved] Lots of entity code to cpp files to avoid circular dependencies
This commit is contained in:
+26
-353
@@ -2,17 +2,16 @@
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#define PLAYER_H
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#include "raylib.h"
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#include "services/AssetService.h"
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#include "services/MapService.h"
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#include "services/InputService.h"
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#include "services/GameService.h"
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#include "entities/TextureWrapper.h"
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#include "enums/ECorner.h"
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#include "enums/ESound.h"
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#include "services/AssetService.h"
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#include "entities/TextureWrapper.h"
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#include "entities/Vector2i.h"
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#include "entities/PBullet.h"
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#include <unordered_map>
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#include <algorithm>
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#include <cstdint>
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class PBullet;
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class Player
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{
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@@ -35,6 +34,11 @@ public:
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void logic()
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{
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/** Fall out of the map when the jelly has been killed */
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if(this->health == 0) {
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fall();
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return;
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}
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rotateGun();
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shoot();
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movement();
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@@ -73,6 +77,10 @@ public:
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return this->max_health;
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}
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void takeDamage(uint8_t damage) {
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this->health = std::max(health - damage, 0);
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}
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protected:
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private:
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TextureWrapper texture;
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@@ -106,353 +114,18 @@ private:
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uint8_t max_health = 10; // Max health of the player
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bool gainedPowerup = false;
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void applyGravity()
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{
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if (!groundCollision)
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{
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velocity.y += gravity;
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}
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else
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{
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// velocity.y = 0.0f;
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}
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}
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void movement()
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{
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if (InputService::getInstance().isKeyDown(KEY_A))
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{
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spriteAnimation.y = Left;
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velocity.x = -moveSpeed;
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animate();
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}
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else if (InputService::getInstance().isKeyDown(KEY_D))
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{
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spriteAnimation.y = Right;
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velocity.x = moveSpeed;
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animate();
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}
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else
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{
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velocity.x = 0.0f;
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}
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positionUpdates();
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handleCollision();
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if (!groundCollision)
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{
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velocity.y += gravity;
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}
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else
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{
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velocity.y = 0.0f;
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}
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if (InputService::getInstance().isKeyPressed(KEY_W) && groundCollision)
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{
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velocity.y -= jumpPower;
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}
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move(velocity);
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}
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void move(Vector2 velocity)
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{
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this->texture.move(velocity);
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}
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void animate()
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{
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if (GetTime() - prevFrame > animationDelay)
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{
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spriteAnimation.x = std::fmod(spriteAnimation.x + 1, 3);
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Rectangle sourceRect = this->texture.getSourceRect();
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sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
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sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
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// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
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this->texture.setSourceRect(sourceRect);
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prevFrame = GetTime();
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}
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}
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void positionUpdates()
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{
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const Vector2 pos = this->texture.getPosition();
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const Vector2 size = this->texture.getSize();
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const int tileSize = MapService::getInstance().getMap().getTileSize();
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const float bottom = pos.y + size.y + velocity.y;
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const float left = pos.x + velocity.x;
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const float right = pos.x + size.x + velocity.x;
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const float top = pos.y + velocity.y;
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Vector2i topLeft(Vector2i((int)(left + 5) / tileSize, (int)top / tileSize)); // +5 to separate top from side
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Vector2i topRight(Vector2i((int)(right - 5) / tileSize, (int)top / tileSize)); // -5 to separate top from side
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Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
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Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
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Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
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Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
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Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
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Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
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tiles.clear();
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tiles.push_back(topLeft);
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tiles.push_back(topRight);
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tiles.push_back(leftTop);
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tiles.push_back(leftBottom);
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tiles.push_back(rightTop);
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tiles.push_back(rightBottom);
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tiles.push_back(bottomLeft);
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tiles.push_back(bottomRight);
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}
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void handleCollision()
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{
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timesCollision.clear();
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for (int i = 0; i < tiles.size(); i++)
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{
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if (MapService::getInstance().getMap().getColMap()[tiles[i].y][tiles[i].x] == 1)
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{
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timesCollision.push_back(i);
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}
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}
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groundCollision = false;
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if (timesCollision.size() > 0)
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{
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for (int i = 0; i < timesCollision.size(); i++)
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{
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if (timesCollision[i] == 0 || timesCollision[i] == 1) // Topleft and Topright
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{
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velocity.y = 0;
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}
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else if (timesCollision[i] == 2 || timesCollision[i] == 3 || // Lefttop and Leftbottom
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timesCollision[i] == 4 || timesCollision[i] == 5) // Righttop and Lefttop
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{
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velocity.x = 0;
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}
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else if (timesCollision[i] == 6 || timesCollision[i] == 7) // Bottomleft and Bottomright
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{
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groundCollision = true;
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}
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}
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}
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// Set velocity.x based on going right or left
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// Take current position of all 4 corners
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// Apply velocity
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// Calculate the 8 points
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// Add them to a list
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// Empty vector of amount of collisions
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// Loop through the points
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// Check the collisionmap for intersection
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// If so, add item to the vector of collisions
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// Set groundcollision to false
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// Loop through collisions
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// Based on their location (TopLeft, RightTop, etc) change the velocity
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// Apply gravity if not on the floor
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// If jumping and on the floor, go up
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// Move using velocity
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// Vector2 tempPos = this->texture.getPosition();
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// this->texture.move(velocity);
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// groundCollision = false;
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// std::unordered_map<ECorner, bool> collisions = MapService::getInstance().getMap().checkForCollision(this->texture);
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// if (collisions[ECorner::BOTTOM_LEFT] || collisions[ECorner::BOTTOM_RIGHT])
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// {
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// velocity.y = 0.0f;
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// groundCollision = true;
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// this->texture.setPosition({this->texture.getPosition().x, floorf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize()});
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// }
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// if (collisions[ECorner::LEFT_TOP] && collisions[ECorner::LEFT_BOTTOM])
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// {
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// velocity.x = 0.0f;
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// this->texture.setPosition({ceilf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
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// }
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// if (collisions[ECorner::TOP_LEFT] || collisions[ECorner::TOP_RIGHT])
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// {
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// velocity.y = 0.0f;
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// this->texture.setPosition({this->texture.getPosition().x, (ceilf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize())) * MapService::getInstance().getMap().getTileSize()});
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// }
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// if (collisions[ECorner::RIGHT_TOP] && collisions[ECorner::RIGHT_BOTTOM])
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// {
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// velocity.x = 0.0f;
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// this->texture.setPosition({floorf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
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// }
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}
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void consumableCollision()
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{
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/** Check for collisions with ammo packs */
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for (auto &ammoPack : CollectableService::getInstance().getAmmoPacks())
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{
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if (this->texture.getPosition().x + this->texture.getSize().x > ammoPack.getObject().getPosition().x &&
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this->texture.getPosition().x<ammoPack.getObject().getPosition().x + ammoPack.getObject().getSize().x &&
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this->texture.getPosition().y + this->texture.getSize().y> ammoPack.getObject().getPosition().y &&
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this->texture.getPosition().y < ammoPack.getObject().getPosition().y + ammoPack.getObject().getSize().y)
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{
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ammoPack.setPickedUp(true);
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AssetService::getInstance().playSound(ESound::AMMO_PICKUP);
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ammo += ammoPack.getAmmoAmount();
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}
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}
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/** Check for collisions with health packs */
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for (auto &healthPack : CollectableService::getInstance().getHealthPacks())
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{
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if (this->texture.getPosition().x + this->texture.getSize().x > healthPack.getObject().getPosition().x &&
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this->texture.getPosition().x<healthPack.getObject().getPosition().x + healthPack.getObject().getSize().x &&
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this->texture.getPosition().y + this->texture.getSize().y> healthPack.getObject().getPosition().y &&
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this->texture.getPosition().y < healthPack.getObject().getPosition().y + healthPack.getObject().getSize().y)
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{
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if (health < max_health)
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{
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healthPack.setPickedUp(true);
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AssetService::getInstance().playSound(ESound::HEAL_PICKUP);
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health = std::max(health + healthPack.getHealAmount(), (int)max_health);
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}
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}
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}
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/** Checks for collisions with powerups */
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for (auto &powerup : CollectableService::getInstance().getPowerups())
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{
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if (this->texture.getPosition().x + this->texture.getSize().x > powerup.getObject().getPosition().x &&
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this->texture.getPosition().x<powerup.getObject().getPosition().x + powerup.getObject().getSize().x &&
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this->texture.getPosition().y + this->texture.getSize().y> powerup.getObject().getPosition().y &&
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this->texture.getPosition().y < powerup.getObject().getPosition().y + powerup.getObject().getSize().y)
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{
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// if(health < max_health) {
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powerup.setPickedUp(true);
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AssetService::getInstance().playSound(ESound::POWERUP);
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jumpPower += powerup.getExtraJumpPower();
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gainedPowerup = true;
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// health = std::max(health+powerup.getHealAmount(),(int)max_health);
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// }
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}
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}
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/** Checks for collisions with the finish flag */
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auto &flag = CollectableService::getInstance().getFlag();
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if (this->texture.getPosition().x + this->texture.getSize().x > flag.getObject().getPosition().x &&
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this->texture.getPosition().x<flag.getObject().getPosition().x + flag.getObject().getSize().x &&
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this->texture.getPosition().y + this->texture.getSize().y> flag.getObject().getPosition().y &&
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this->texture.getPosition().y < flag.getObject().getPosition().y + flag.getObject().getSize().y)
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{
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flag.setTouched(true);
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}
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}
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void outofboundsCheck()
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{
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if (this->texture.getPosition().y > StateService::getInstance().getScreenSize().y)
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{
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this->health = 0;
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GameService::getInstance().setGameOver(true);
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AudioService::getInstance().setMusic(EMusic::GAME_OVER);
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AudioService::getInstance().playMusic();
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}
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}
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void rotateGun()
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{
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if (GameService::getInstance().getMouseWorldPos().x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right)
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{
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float gunRotationRight = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
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GameService::getInstance().getMouseWorldPos().x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
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this->gunRight.setRotation(gunRotationRight * 180 / M_PI);
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}
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else if (GameService::getInstance().getMouseWorldPos().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
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{
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float gunRotationLeft = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
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(this->texture.getPosition().x + this->texture.getSize().x / 2.0) - GameService::getInstance().getMouseWorldPos().x);
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this->gunLeft.setRotation(-gunRotationLeft * 180 / M_PI);
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}
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}
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void drawGun()
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{
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if (GameService::getInstance().getMouseWorldPos().x > this->texture.getPosition().x + this->gunLeft.getSize().x && spriteAnimation.y == Right)
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{
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// + this->texture.getSize().x / 2.0f
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// + this->texture.getSize().y / 2.0f
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DrawTexturePro(
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this->gunRight.getTexture(),
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{0, 0, this->gunRight.getSize().x, this->gunRight.getSize().y},
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{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
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this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
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this->gunRight.getSize().x,
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this->gunRight.getSize().y},
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{this->gunRight.getSize().x / 2.0f, this->gunRight.getSize().y / 2.0f},
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this->gunRight.getRotation(),
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WHITE);
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}
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else if (GameService::getInstance().getMouseWorldPos().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
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{
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DrawTexturePro(
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this->gunLeft.getTexture(),
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{0, 0, this->gunLeft.getSize().x, this->gunLeft.getSize().y},
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{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
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this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
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this->gunLeft.getSize().x,
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this->gunLeft.getSize().y},
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{this->gunLeft.getSize().x / 2.0f, this->gunLeft.getSize().y / 2.0f},
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this->gunLeft.getRotation(),
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WHITE);
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}
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}
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void shoot()
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{
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if (InputService::getInstance().isMouseButtonDown(MOUSE_BUTTON_LEFT) && GetTime() - prevShot > firingRate && groundCollision)
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{
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prevShot = GetTime();
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if (ammo == 0 || (GameService::getInstance().getMouseWorldPos().x > (this->texture.getPosition().x - this->gunLeft.getSize().x / 2.0f) && spriteAnimation.y == Left) ||
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(GameService::getInstance().getMouseWorldPos().x < (this->texture.getPosition().x + this->texture.getSize().x + gunLeft.getSize().x / 2.0f) && spriteAnimation.y == Right))
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{
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// Play empty gun sound
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AssetService::getInstance().playSound(ESound::NO_AMMO);
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return;
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}
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// Play shooting sound
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AssetService::getInstance().playSound(ESound::SHOOT);
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ammo--;
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Vector2 mouseWorldPos = GameService::getInstance().getMouseWorldPos();
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if (mouseWorldPos.x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right ||
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mouseWorldPos.x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
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{
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float angleShot = atan2(mouseWorldPos.y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
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mouseWorldPos.x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
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/** Making the bullet originate from the gun's mouth */
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float offsetDistance = this->gunLeft.getSize().x / 2;
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float offsetX = cos(angleShot) * offsetDistance;
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float offsetY = sin(angleShot) * offsetDistance;
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Vector2 bulletStartLocation = {this->texture.getPosition().x + this->texture.getSize().x / 2.0f + offsetX,
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this->texture.getPosition().y + this->texture.getSize().y / 2.0f + offsetY};
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GameService::getInstance().addPlayerBullet(PBullet(bulletStartLocation, angleShot));
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}
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}
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}
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void applyGravity();
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void movement();
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void move(Vector2 velocity);
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void animate();
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void positionUpdates();
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void handleCollision();
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void consumableCollision();
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void outofboundsCheck();
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void rotateGun();
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void drawGun();
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void shoot();
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void fall(); // Lets the player fall out of the map when he dies
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};
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#endif
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Block a user