, controlled(0)
, tempTarget(20, 20)
, camera(100, 100, &tempTarget)
-, walkingSpeed(64) {
+, walkingSpeed(64)
+, nextDirection(-1)
+, afterLock(false) {
}
void MapState::HandleEvents(const Input &input) {
if (!controlled) return;
- if (!controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) return;
- bool down(false);
if (input.IsDown(Input::PAD_UP)) {
- controlled->SetOrientation(Entity::ORIENTATION_NORTH);
- down = true;
+ nextDirection = Entity::ORIENTATION_NORTH;
} else if (input.IsDown(Input::PAD_RIGHT)) {
- controlled->SetOrientation(Entity::ORIENTATION_EAST);
- down = true;
+ nextDirection = Entity::ORIENTATION_EAST;
} else if (input.IsDown(Input::PAD_DOWN)) {
- controlled->SetOrientation(Entity::ORIENTATION_SOUTH);
- down = true;
+ nextDirection = Entity::ORIENTATION_SOUTH;
} else if (input.IsDown(Input::PAD_LEFT)) {
- controlled->SetOrientation(Entity::ORIENTATION_WEST);
- down = true;
+ nextDirection = Entity::ORIENTATION_WEST;
+ } else {
+ nextDirection = -1;
}
+}
- if (down) {
- const Tile &tile(map->TileAt(controlled->Position()));
- bool blocked(false);
- switch (controlled->GetOrientation()) {
- case Entity::ORIENTATION_NORTH:
- blocked = tile.BlocksNorth();
- break;
- case Entity::ORIENTATION_EAST:
- blocked = tile.BlocksEast();
- break;
- case Entity::ORIENTATION_SOUTH:
- blocked = tile.BlocksSouth();
- break;
- case Entity::ORIENTATION_WEST:
- blocked = tile.BlocksWest();
- break;
+void MapState::UpdateWorld(float deltaT) {
+ if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
+ Vector<int> nowLock(controlled->Position());
+ if (nowLock != lastLock) {
+ OnGridLock();
}
- if (!blocked) {
- controlled->SetSpeed(walkingSpeed);
+ if (nextDirection >= 0) {
+ if (afterLock) {
+ OnMove();
+ afterLock = false;
+ }
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
+ const Tile &tile(map->TileAt(controlled->Position()));
+ bool blocked(false);
+ switch (controlled->GetOrientation()) {
+ case Entity::ORIENTATION_NORTH:
+ blocked = tile.BlocksNorth();
+ break;
+ case Entity::ORIENTATION_EAST:
+ blocked = tile.BlocksEast();
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ blocked = tile.BlocksSouth();
+ break;
+ case Entity::ORIENTATION_WEST:
+ blocked = tile.BlocksWest();
+ break;
+ }
+ if (!blocked) {
+ controlled->SetSpeed(walkingSpeed);
+ } else {
+ controlled->SetSpeed(0.0f);
+ }
+ if (!controlled->AnimationRunning()) {
+ controlled->StartAnimation(*this);
+ }
} else {
controlled->SetSpeed(0.0f);
+ controlled->StopAnimation();
+ }
+ if (nowLock != lastLock) {
+ lastLock = nowLock;
+ afterLock = true;
}
- } else {
- controlled->SetSpeed(0.0f);
}
-}
-
-void MapState::UpdateWorld(float deltaT) {
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
(*i)->Update(deltaT);
}
}
+void MapState::OnGridLock() {
+ // TODO: check for adjacent monsters and triggers on the current tile
+ // TODO: force all entities into their grid positions?
+}
+
+void MapState::OnMove() {
+ // TODO: evaluate monster movements
+}
+
+
void MapState::Render(SDL_Surface *screen) {
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));