[Change] Clamped boundaries to the window width and height.
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261bed63d3
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@ -161,7 +161,6 @@ void Game::Render(void) {
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} else {
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_ingameMenu.Render();
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}
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SDL_Flip(screen);
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}
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@ -57,6 +57,8 @@ void Player::HandleInput(void) {
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void Player::Update(void) {
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Move();
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// For now The camera will be static.
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//SetCamera();
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}
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@ -136,7 +136,9 @@ void Character::Move(void) {
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tileX = ((x + (w / 2)) / TILE_WIDTH);
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tileY = ((y + (h / 2)) / TILE_HEIGHT);
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if((x < 0) || (x + w) > levelWidth) x -= xVel;
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// While we have a static camera, ensure that we do not go out
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// of the camera boundaries.
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if((x < 0) || (x + w) > levelWidth || (x + w) > SCREEN_WIDTH) x -= xVel;
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if(CheckTileCollisions()) x -= xVel;
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if(CheckEntityCollisions()) x -= xVel;
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if(CheckCharacterCollisions()) x -= xVel;
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@ -145,7 +147,9 @@ void Character::Move(void) {
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tileX = ((x + (w / 2)) / TILE_WIDTH);
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tileY = ((y + (h / 2)) / TILE_HEIGHT);
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if((y < 0) || (y + h) > levelHeight) y -= yVel;
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// While we have a static camera, ensure that we do not go out
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// of the camera boundaries.
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if((y < 0) || (y + h) > levelHeight || (y + h) > SCREEN_HEIGHT) y -= yVel;
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if(CheckTileCollisions()) y -= yVel;
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if(CheckEntityCollisions()) y -= yVel;
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if(CheckCharacterCollisions()) y -= yVel;
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@ -128,6 +128,10 @@ void Map::Load(const string filename) {
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//character->Load(filename);
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}
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void Map::Update(void) {
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// Update the map so we can render when camera moves.
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}
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void Map::Render(void) {
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int xOrig = (camera.x / TILE_WIDTH);
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int yOrig = (camera.y / TILE_HEIGHT);
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@ -24,6 +24,7 @@ public:
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~Map(void);
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void Load(const string filename);
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void Update(void);
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void Render(void);
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bool GetTileSolidity(int xArg, int yArg);
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