#include "../graphics/Canvas.h"
#include "../graphics/Color.h"
+#include "../world/Character.h"
#include "../world/Entity.h"
#include "../world/Tileset.h"
#include "../world/World.h"
void Application::Update(int dt) {
const float delta = dt / 1e3;
- ctrl.Update(delta);
+ for (int i = 0; i < dt; ++i) {
+ ctrl.Update(1e-3);
+ world.Update(1e-3);
+ }
target.Update(delta);
focus = ctrl.Controlling()
- ? ctrl.Controlled().bounds.Center()
+ ? ctrl.Controlled().vbox.Center()
: target.Pos();
cam.Update(delta);
- for (int i = 0; i < dt; ++i) {
- world.Update(1e-3);
- }
+
+ // testing arm rotation
+ //dynamic_cast<Character *>(*world.Entities().begin())->armAngle -= 3 * delta;
}
void Application::RenderBackground() {
constexpr Color background(0x00, 0x00, 0x00);
+ constexpr Color outlineColor(0x00, 0x00, 0xFA);
canvas.SetColor(background);
canvas.Fill();
+
+ canvas.SetColor(outlineColor);
+ canvas.Grid(cam.ToScreen(Vector<int>(0, 0)), cam.ToScale(world.Size()), cam.ToScale(world.TileSize()));
}
void Application::RenderWorld() {
}
void Application::RenderEntities() {
- constexpr Color entityColor(0x00, 0xFA, 0x00);
- canvas.SetColor(entityColor);
-
- for (const Entity &e : world.Entities()) {
- const Vector<float> pos(e.bounds.Left(), e.bounds.Top());
- const Vector<float> size(e.bounds.Size());
- canvas.OutlineRect(cam.ToScreen(pos), cam.ToScale(size));
+ constexpr Color boundsColor(0xFA, 0x00, 0x00);
+ constexpr Color vboxColor(0xFA, 0xFA, 0x00);
+ constexpr Color hboxColor(0x00, 0xFA, 0x00);
+ constexpr Color dotColor(0x00, 0xFA, 0xFA);
+
+ for (const Entity *e : world.Entities()) {
+ canvas.SetColor(boundsColor);
+ canvas.OutlineRect(
+ cam.ToScreen(e->bounds.LeftTop()),
+ cam.ToScale(e->bounds.Size())
+ );
+ if (const Character *c = dynamic_cast<const Character *>(e)) {
+ if (c->orient == Entity::LOOKS_LEFT) {
+ canvas.OutlineRectRot(
+ Rect<float>(
+ cam.ToScreen(c->bounds.LeftTop() + c->arm.LeftTop()),
+ cam.ToScale(c->arm.Size())
+ ),
+ cam.ToScreen(c->bounds.LeftTop() + c->armOrigin),
+ c->armAngle
+ );
+ //canvas.SetColor(dotColor);
+ //canvas.Cross(cam.ToScreen(c->bounds.LeftTop() + c->armOrigin), 5);
+ } else {
+ canvas.OutlineRectRot(
+ Rect<float>(
+ cam.ToScreen(c->bounds.RightTop() + MirrorY(c->arm.RightTop())),
+ cam.ToScale(c->arm.Size())
+ ),
+ cam.ToScreen(c->bounds.RightTop() + MirrorY(c->armOrigin)),
+ -c->armAngle
+ );
+ //canvas.SetColor(dotColor);
+ //canvas.Cross(cam.ToScreen(c->bounds.RightTop() + MirrorY(c->armOrigin)), 5);
+ }
+ }
+ canvas.SetColor(vboxColor);
+ canvas.OutlineRect(
+ cam.ToScreen(e->vbox.LeftTop()),
+ cam.ToScale(e->vbox.Size())
+ );
+ canvas.SetColor(hboxColor);
+ canvas.OutlineRect(
+ cam.ToScreen(e->hbox.LeftTop()),
+ cam.ToScale(e->hbox.Size())
+ );
}
}
void Application::RenderUI() {
- constexpr Color outlineColor(0x00, 0x00, 0xFA);
constexpr Color targetColor(0xFA, 0xFA, 0x00);
- canvas.SetColor(outlineColor);
- canvas.Grid(cam.ToScreen(Vector<int>(0, 0)), cam.ToScale(world.Size()), cam.ToScale(Vector<float>(1, 1)));
-
canvas.SetColor(targetColor);
canvas.Cross(cam.ToScreen(target.Pos()), 15);
}