: map(map)
, controlled(0)
, tempTarget(20, 20)
-, camera(100, 100, &tempTarget) {
+, camera(100, 100, &tempTarget)
+, walkingSpeed(64) {
}
void MapState::HandleEvents(const Input &input) {
if (!controlled) return;
+ if (!controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) return;
+
+ if (input.IsDown(Input::PAD_UP)) {
+ controlled->SetOrientation(Entity::ORIENTATION_NORTH);
+ controlled->SetSpeed(walkingSpeed);
+ } else if (input.IsDown(Input::PAD_RIGHT)) {
+ controlled->SetOrientation(Entity::ORIENTATION_EAST);
+ controlled->SetSpeed(walkingSpeed);
+ } else if (input.IsDown(Input::PAD_DOWN)) {
+ controlled->SetOrientation(Entity::ORIENTATION_SOUTH);
+ controlled->SetSpeed(walkingSpeed);
+ } else if (input.IsDown(Input::PAD_LEFT)) {
+ controlled->SetOrientation(Entity::ORIENTATION_WEST);
+ controlled->SetSpeed(walkingSpeed);
+ } else {
+ controlled->SetSpeed(0.0f);
+ }
}
void MapState::UpdateWorld(float deltaT) {
}
void MapState::Render(SDL_Surface *screen) {
+ SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
+
Vector<int> offset(camera.CalculateOffset());
map->Render(screen, offset);