ORIENTATION_SOUTH = 2,
ORIENTATION_WEST = 3,
};
+ enum Flags {
+ FLAG_NONBLOCKING = 0x01,
+ };
public:
geometry::Vector<float> &Position() { return position; }
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; }
+ geometry::Vector<int> &SpriteOffset() { return spriteOffset; }
+ const geometry::Vector<int> &SpriteOffset() const { return spriteOffset; }
void SetAnimation(const graphics::Animation *a);
void StartAnimation(app::Application &ctrl);
Orientation GetOrientation() const { return orientation; }
void SetSpeed(float);
+ void SetFlags(int f) { flags = f; }
+ bool Blocking() const { return !(flags & FLAG_NONBLOCKING); }
+ bool Hostile() const {
+ // NOTE: this is a stub for testing!
+ return Blocking();
+ }
+
Entity *Follower() { return follower; }
const Entity *Follower() const { return follower; }
void AddFollower(Entity *);
void Render(SDL_Surface *, const geometry::Vector<int> &offset) const;
+ static void CreateTypeDescription();
+ static void Construct(void *);
+ static void Load(void *);
+
private:
void UpdateVelocity();
Entity *follower;
const graphics::Animation *animation;
graphics::AnimationRunner runner;
- geometry::Vector<float> spriteOffset;
+ geometry::Vector<int> spriteOffset;
geometry::Vector<float> position;
geometry::Vector<float> velocity;
Orientation orientation;
float speed;
+ int flags;
};