namespace map {
Entity::Entity()
-: sprite(0) {
+: sprite(0)
+, orientation(ORIENTATION_NORTH)
+, speed(0) {
}
+void Entity::SetOrientation(Orientation o) {
+ orientation = o;
+ UpdateVelocity();
+ animation.SetColOffset(orientation);
+}
+
+void Entity::SetSpeed(float s) {
+ speed = s;
+ UpdateVelocity();
+}
+
+void Entity::UpdateVelocity() {
+ if (speed == 0.0f) {
+ velocity = Vector<float>();
+ return;
+ }
+ switch (orientation) {
+ case ORIENTATION_NORTH:
+ velocity = Vector<float>(0.0f, -speed);
+ break;
+ case ORIENTATION_EAST:
+ velocity = Vector<float>(speed, 0.0f);
+ break;
+ case ORIENTATION_SOUTH:
+ velocity = Vector<float>(0.0f, speed);
+ break;
+ case ORIENTATION_WEST:
+ velocity = Vector<float>(-speed, 0.0f);
+ break;
+ }
+}
+
+
bool Entity::TileLock(int width, int height) const {
Vector<int> tilePosition(
position.X() - (width / 2),
- position.Y() - height);
+ position.Y());
return (tilePosition.X() % width == 0) && (tilePosition.Y() % height == 0);
}
void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
+ // TODO: configurable sprite offsets
if (animation.Running()) {
- animation.DrawCenterBottom(dest, offset + position);
+ animation.DrawCenter(dest, offset + position);
} else {
- sprite->DrawCenterBottom(dest, offset + position);
+ sprite->DrawCenter(dest, offset + position, orientation);
}
}