#include "MapState.h"
#include "Map.h"
+#include "Tile.h"
#include "../app/Application.h"
#include "../app/Input.h"
: map(map)
, controlled(0)
, tempTarget(20, 20)
-, camera(100, 100, &tempTarget) {
+, camera(100, 100, &tempTarget)
+, walkingSpeed(64)
+, nextDirection(-1)
+, afterLock(false) {
}
void MapState::HandleEvents(const Input &input) {
if (!controlled) return;
+
+ if (input.IsDown(Input::PAD_UP)) {
+ nextDirection = Entity::ORIENTATION_NORTH;
+ } else if (input.IsDown(Input::PAD_RIGHT)) {
+ nextDirection = Entity::ORIENTATION_EAST;
+ } else if (input.IsDown(Input::PAD_DOWN)) {
+ nextDirection = Entity::ORIENTATION_SOUTH;
+ } else if (input.IsDown(Input::PAD_LEFT)) {
+ nextDirection = Entity::ORIENTATION_WEST;
+ } else {
+ nextDirection = -1;
+ }
}
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 (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;
+ }
+ }
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));
+
Vector<int> offset(camera.CalculateOffset());
map->Render(screen, offset);