namespace map {
Entity::Entity()
-: sprite(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::SetAnimation(const graphics::Animation *a) {
+ animation = a;
+ runner.ChangeAnimation(animation);
+}
+
+
void Entity::UpdateVelocity() {
if (speed == 0.0f) {
velocity = Vector<float>();
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 {
- if (animation.Running()) {
- animation.DrawCenterBottom(dest, offset + position);
+ // TODO: configurable sprite offsets
+ if (runner.Running()) {
+ runner.DrawCenter(dest, offset + position);
} else {
- sprite->DrawCenterBottom(dest, offset + position, orientation);
+ animation->GetSprite()->DrawCenter(dest, offset + position, orientation);
}
}