]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/Entity.cpp
shift walking animation by one frame
[l2e.git] / src / map / Entity.cpp
index 01cbe7f619e8b37aaf20ee051c72e038837a27a7..b9fba9797acc17246783793dac4cc4dfdf8ed1d1 100644 (file)
@@ -7,11 +7,62 @@
 
 #include "Entity.h"
 
+using geometry::Vector;
+
 namespace map {
 
 Entity::Entity()
-: sprite(0) {
+: animation(0)
+, orientation(ORIENTATION_NORTH)
+, speed(0) {
+       runner.SetFrameShift(1);
+}
+
+
+void Entity::SetOrientation(Orientation o) {
+       orientation = o;
+       UpdateVelocity();
+       runner.SetColOffset(orientation);
+}
+
+void Entity::SetSpeed(float s) {
+       speed = s;
+       UpdateVelocity();
+}
+
+void Entity::SetAnimation(const graphics::Animation *a) {
+       animation = a;
+       runner.ChangeAnimation(animation);
+}
+
+
+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());
+       return (tilePosition.X() % width == 0) && (tilePosition.Y() % height == 0);
 }
 
 
@@ -20,11 +71,12 @@ void Entity::Update(float deltaT) {
 }
 
 
-void Entity::Render(SDL_Surface *dest, const geometry::Vector<int> &offset) const {
-       if (animation.Running()) {
-               animation.DrawCenterBottom(dest, offset + position);
+void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
+       // TODO: configurable sprite offsets
+       if (runner.Running()) {
+               runner.DrawCenter(dest, offset + position);
        } else {
-               sprite->DrawCenterBottom(dest, offset + position);
+               animation->GetSprite()->DrawCenter(dest, offset + position, orientation);
        }
 }