void SetWalkingSpeed(float s) { walkingSpeed = s; }
+ void Transition(Map *, const geometry::Vector<int> &coordinates);
+
private:
static bool ZCompare(const Entity *lhs, const Entity *rhs);
+ void UnloadMap();
+ void LoadMap(Map *);
+
bool CheckBlocking() const;
void OnTileLock();
void StopFollowers(Entity &);
void LockEntities();
+ void CheckMonster();
+ void CheckTrigger();
private:
Map *map;
float walkingSpeed;
int nextDirection;
bool afterLock;
+ bool skipLock;
+ bool debug;
};