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Aug 21st, 2019
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  1. // ^^^ all character movement is redundant for this post but is is above this comment
  2. std::vector<scene::ISceneNode *> objects; // A vector containing all of the different blocks
  3.  
  4. objects.push_back(block); // I add the objects in an array, for later access and easability
  5.  
  6. // after all character movement, check if player rect intersects with any block
  7. for(int i = 0; i < objects.size(); i++) { // go through all the block objects
  8. if(player->getTransformedBoundingBox().intersectsWithBox(objects[i]->getTransformedBoundingBox())) { // if they intersect, do the following
  9. falling = false;
  10. can_jump = true;
  11. walk = false;
  12. player->setPosition(last_pos); // makes the character stuck, since it always collides with floor
  13. break;
  14. } else {
  15. falling = true;
  16. can_jump = false;
  17. walk = true;
  18. }
  19. }
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