: canvas(c)
, world(w)
, tiles(t)
-, focus(Vector<float>(5, 5), 2)
-, cam(c.Size(), focus.Pos())
+, ctrl()
+, focus(5, 5)
+, target(focus, 2)
+, cam(c.Size(), focus)
, last(SDL_GetTicks())
, running(false)
, paused(false) {
}
+void Application::Control(Entity &e) {
+ ctrl.Control(e);
+}
+
+void Application::Relinquish() {
+ ctrl.Relinquish();
+}
+
+
void Application::Run() {
running = true;
while (running) {
void Application::OnKeyDown(const SDL_KeyboardEvent &e) {
switch (e.keysym.sym) {
- case SDLK_UP:
- focus.MoveUp();
+ case SDLK_w:
+ target.MoveUp();
+ break;
+ case SDLK_s:
+ target.MoveDown();
break;
- case SDLK_DOWN:
- focus.MoveDown();
+ case SDLK_a:
+ ctrl.MoveLeft();
+ target.MoveLeft();
break;
- case SDLK_LEFT:
- focus.MoveLeft();
+ case SDLK_d:
+ ctrl.MoveRight();
+ target.MoveRight();
break;
- case SDLK_RIGHT:
- focus.MoveRight();
+ case SDLK_SPACE:
+ ctrl.StartJump();
break;
case SDLK_p:
paused = !paused;
void Application::OnKeyUp(const SDL_KeyboardEvent &e) {
switch (e.keysym.sym) {
- case SDLK_UP:
- focus.StopUp();
+ case SDLK_w:
+ target.StopUp();
break;
- case SDLK_DOWN:
- focus.StopDown();
+ case SDLK_s:
+ target.StopDown();
break;
- case SDLK_LEFT:
- focus.StopLeft();
+ case SDLK_a:
+ ctrl.StopLeft();
+ target.StopLeft();
break;
- case SDLK_RIGHT:
- focus.StopRight();
+ case SDLK_d:
+ ctrl.StopRight();
+ target.StopRight();
+ break;
+ case SDLK_SPACE:
+ ctrl.StopJump();
break;
default:
break;
void Application::Update(int dt) {
const float delta = dt / 1e3;
+ ctrl.Update(delta);
+ target.Update(delta);
+ focus = ctrl.Controlling()
+ ? ctrl.Controlled().bounds.Center()
+ : target.Pos();
cam.Update(delta);
- world.Update(dt);
- focus.Update(delta);
+ for (int i = 0; i < dt; ++i) {
+ world.Update(1e-3);
+ }
}
canvas.SetColor(entityColor);
for (const Entity &e : world.Entities()) {
- const Vector<float> pos(e.Bounds().Left(), e.Bounds().Top());
- const Vector<float> size(e.Bounds().Size());
+ const Vector<float> pos(e.bounds.Left(), e.bounds.Top());
+ const Vector<float> size(e.bounds.Size());
canvas.OutlineRect(cam.ToScreen(pos), cam.ToScale(size));
}
}
void Application::RenderUI() {
constexpr Color outlineColor(0x00, 0x00, 0xFA);
- constexpr Color focusColor(0xFA, 0xFA, 0x00);
+ constexpr Color targetColor(0xFA, 0xFA, 0x00);
canvas.SetColor(outlineColor);
canvas.Grid(cam.ToScreen(Vector<int>(0, 0)), cam.ToScale(world.Size()), cam.ToScale(Vector<float>(1, 1)));
- canvas.SetColor(focusColor);
- canvas.Cross(cam.ToScreen(focus.Pos()), 15);
+ canvas.SetColor(targetColor);
+ canvas.Cross(cam.ToScreen(target.Pos()), 15);
}
}