namespace map {
Entity::Entity()
-: sprite(0)
+: follower(0)
+, animation(0)
, orientation(ORIENTATION_NORTH)
, speed(0) {
-
+ runner.SetFrameShift(1);
}
void Entity::SetOrientation(Orientation o) {
orientation = o;
UpdateVelocity();
- animation.SetColOffset(orientation);
+ runner.SetColOffset(orientation);
}
void Entity::SetSpeed(float s) {
UpdateVelocity();
}
+void Entity::StartAnimation(app::Application &ctrl) {
+ runner.Start(ctrl);
+}
+
+void Entity::StartAnimation(app::State &ctrl) {
+ runner.Start(ctrl);
+}
+
+void Entity::StopAnimation() {
+ runner.Stop();
+}
+
+void Entity::AddFollower(Entity *f) {
+ if (follower) {
+ follower->AddFollower(f);
+ } else {
+ follower = f;
+ }
+}
+
+void Entity::RemoveFollower(Entity *f) {
+ if (follower == f) {
+ follower = follower->follower;
+ } else if (follower) {
+ follower->RemoveFollower(f);
+ }
+}
+
+void Entity::SetAnimation(const graphics::Animation *a) {
+ animation = a;
+ runner.ChangeAnimation(animation);
+}
+
+
void Entity::UpdateVelocity() {
if (speed == 0.0f) {
velocity = Vector<float>();
void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
// TODO: configurable sprite offsets
- if (animation.Running()) {
- animation.DrawCenter(dest, offset + position);
+ if (runner.Running()) {
+ runner.DrawCenter(dest, offset + position);
} else {
- sprite->DrawCenter(dest, offset + position, orientation);
+ animation->GetSprite()->DrawCenter(dest, offset + position, orientation);
}
}