using battle::PartyLayout;
using graphics::Animation;
using graphics::Sprite;
+using math::Fixed;
using math::Vector;
using loader::FieldDescription;
using loader::Interpreter;
}
}
-void Entity::SetSpeed(float s) {
+void Entity::SetSpeed(Fixed<8> s) {
speed = s;
UpdateVelocity();
}
void Entity::UpdateVelocity() {
- if (speed == 0.0f) {
- velocity = Vector<float>();
+ if (speed == 0) {
+ velocity = Vector<Fixed<8> >();
return;
}
switch (orientation) {
case ORIENTATION_NORTH:
- velocity = Vector<float>(0.0f, -speed);
+ velocity = Vector<Fixed<8> >(0, -speed);
break;
case ORIENTATION_EAST:
- velocity = Vector<float>(speed, 0.0f);
+ velocity = Vector<Fixed<8> >(speed, 0);
break;
case ORIENTATION_SOUTH:
- velocity = Vector<float>(0.0f, speed);
+ velocity = Vector<Fixed<8> >(0, speed);
break;
case ORIENTATION_WEST:
- velocity = Vector<float>(-speed, 0.0f);
+ velocity = Vector<Fixed<8> >(-speed, 0);
break;
}
}
bool Entity::TileLock(const math::Vector<int> &tileSize) const {
// TODO: change position to point to the top-left corner of a tile
- Vector<int> tilePosition(position);
+ Vector<int> tilePosition(ToInt(position));
return (tilePosition.X() % tileSize.X() == 0) && (tilePosition.Y() % tileSize.Y() == 0);
}
-void Entity::Update(float deltaT) {
+void Entity::Update(Uint32 deltaT) {
position += velocity * deltaT;
}
void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
// TODO: configurable sprite offsets
if (runner.Running()) {
- runner.Draw(dest, offset + position + spriteOffset);
+ runner.Draw(dest, offset + ToInt(position) + spriteOffset);
} else {
- sprite->Draw(dest, offset + position + spriteOffset, CanTurn() ? orientation : 0);
+ sprite->Draw(dest, offset + ToInt(position) + spriteOffset, CanTurn() ? orientation : 0);
}
}