]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
start/stop animation of player character
[l2e.git] / src / map / MapState.cpp
index 101d2c3a14780bbd462723be95e777841e701b00..8d9b278c89b8b52e4b30582d741145b58bdc325e 100644 (file)
@@ -26,7 +26,8 @@ MapState::MapState(const Map *map)
 , tempTarget(20, 20)
 , camera(100, 100, &tempTarget)
 , walkingSpeed(64)
-, nextDirection(-1) {
+, nextDirection(-1)
+, afterLock(false) {
 
 }
 
@@ -70,9 +71,15 @@ void MapState::HandleEvents(const Input &input) {
 
 void MapState::UpdateWorld(float deltaT) {
        if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
-               // TODO: call step hooks here
-               // TODO: break/merge time deltas into distinct pixel movements for better step accuracy
+               Vector<int> nowLock(controlled->Position());
+               if (nowLock != lastLock) {
+                       OnGridLock();
+               }
                if (nextDirection >= 0) {
+                       if (afterLock) {
+                               OnMove();
+                               afterLock = false;
+                       }
                        controlled->SetOrientation(Entity::Orientation(nextDirection));
                        const Tile &tile(map->TileAt(controlled->Position()));
                        bool blocked(false);
@@ -95,8 +102,16 @@ void MapState::UpdateWorld(float deltaT) {
                        } 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;
                }
        }
        for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
@@ -104,6 +119,16 @@ void MapState::UpdateWorld(float 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));