#ifndef MAP_ENTITY_H_
#define MAP_ENTITY_H_
-#include "../battle/fwd.h"
-#include "../battle/Monster.h"
+namespace app {
+ class Application;
+ class State;
+}
+namespace battle {
+ class Monster;
+ class PartyLayout;
+}
+
#include "../math/Fixed.h"
#include "../math/Vector.h"
-#include "../graphics/fwd.h"
#include "../graphics/Animation.h"
#include <functional>
/// west sprites at offsets (0,0), (1,0), (2,0), and (3,0) respectively.
void SetSprite(const graphics::Sprite *s) { sprite = s; }
- /// Change the entity's orientation to given one.
- /// If the entity is moving, velocity is changed accordingly.
+ /// Change the entity's facing direction.
+ /// If the entity is moving, velocity is untouched.
void SetOrientation(Orientation);
Orientation GetOrientation() const { return orientation; }
+ /// Change the entity's orientation to given one.
+ /// If the entity is moving, velocity is changed accordingly.
+ /// Also changes the orientation to given direction.
+ void SetDirection(Orientation);
+ Orientation GetDirection() const { return direction; }
/// Set the entity's speed in pixels per second.
- /// This speed is then combined with the orientation to form a velocity.
+ /// This speed is then combined with the direction to form a velocity.
void SetSpeed(math::Fixed<8>);
/// Change to a natural, relaxed animation state (row offset 0).
math::Vector<int> tilePosition;
math::Vector<math::Fixed<8> > position;
math::Vector<math::Fixed<8> > velocity;
+ Orientation direction;
Orientation orientation;
math::Fixed<8> speed;
int flags;
}
-#endif /* MAP_ENTITY_H_ */
+#endif