geometry::Vector<float> &Velocity() { return velocity; }
const geometry::Vector<float> &Velocity() const { return velocity; }
+ geometry::Vector<float> &SpriteOffset() { return spriteOffset; }
+ const geometry::Vector<float> &SpriteOffset() const { return spriteOffset; }
+
void SetAnimation(const graphics::Animation *a);
void StartAnimation(app::Application &ctrl);
void StartAnimation(app::State &ctrl);
void AddFollower(Entity *);
void RemoveFollower(Entity *);
- bool TileLock(int width, int height) const;
+ bool TileLock(const geometry::Vector<int> &tileSize) const;
void Update(float deltaT);
void Render(SDL_Surface *, const geometry::Vector<int> &offset) const;
private:
- void UpdateVelocity();;
+ void UpdateVelocity();
private:
Entity *follower;
const graphics::Animation *animation;
graphics::AnimationRunner runner;
+ geometry::Vector<float> spriteOffset;
geometry::Vector<float> position;
geometry::Vector<float> velocity;
Orientation orientation;