X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=3be5a4592f5d16b636c3fb2d8a33d1df7a8277f6;hb=c055b357c50dd871b49c38191a9d867ff42ea420;hp=101d2c3a14780bbd462723be95e777841e701b00;hpb=817aaf3ab0a935280f7366bccf963cb911d2fa31;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 101d2c3..3be5a45 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -20,13 +20,14 @@ using geometry::Vector; namespace map { -MapState::MapState(const Map *map) +MapState::MapState(Map *map) : map(map) , controlled(0) , 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 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::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { @@ -104,6 +119,20 @@ void MapState::UpdateWorld(float deltaT) { } } +void MapState::OnGridLock() { + Trigger *trigger(map->TriggerAt(Vector(controlled->Position()))); + if (trigger) { + // TODO: run trigger + } + // TODO: check for adjacent monsters + // 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));