#include "../battle/fwd.h"
#include "../battle/Monster.h"
+#include "../math/Fixed.h"
#include "../math/Vector.h"
#include "../graphics/fwd.h"
#include "../graphics/Animation.h"
public:
/// Pixel resolved position of the entity's top left corner on the map.
- math::Vector<float> &Position() { return position; }
- const math::Vector<float> &Position() const { return position; }
+ math::Vector<math::Fixed<8> > &Position() { return position; }
+ const math::Vector<math::Fixed<8> > &Position() const { return position; }
/// Velocity of the entity in pixels per second.
- math::Vector<float> &Velocity() { return velocity; }
- const math::Vector<float> &Velocity() const { return velocity; }
+ math::Vector<math::Fixed<8> > &Velocity() { return velocity; }
+ const math::Vector<math::Fixed<8> > &Velocity() const { return velocity; }
/// Offset of the entity's sprite's to left corner relative to Position().
math::Vector<int> &SpriteOffset() { return spriteOffset; }
Orientation GetOrientation() const { return orientation; }
/// Set the entity's speed in pixels per second.
/// This speed is then combined with the orientation to form a velocity.
- void SetSpeed(float);
+ void SetSpeed(math::Fixed<8>);
/// Change to a natural, relaxed animation state (row offset 0).
void SetHandsFree();
bool TileLock(const math::Vector<int> &tileSize) const;
/// Integrate this entity's physical properties over given time interval.
- void Update(float deltaT);
+ void Update(Uint32 deltaT);
void Render(SDL_Surface *, const math::Vector<int> &offset) const;
graphics::AnimationRunner runner;
math::Vector<int> spriteOffset;
math::Vector<int> tilePosition;
- math::Vector<float> position;
- math::Vector<float> velocity;
+ math::Vector<math::Fixed<8> > position;
+ math::Vector<math::Fixed<8> > velocity;
Orientation orientation;
- float speed;
+ math::Fixed<8> speed;
int flags;
};