all entities are now snapped to their nearest tile position when the player character locks onto a tile
fixes #17
SimpleAnimation mapMaximAnimation(&mapMaximSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
Entity mapMaxim;
mapMaxim.SetAnimation(&mapMaximAnimation);
- mapMaxim.Position() = Vector<float>(80, 128);
+ mapMaxim.Position() = Vector<float>(64, 128);
+ mapMaxim.SpriteOffset() = Vector<float>(0, -32);
SDL_Surface *mapSelanImg(IMG_Load("test-data/selan-map.png"));
Sprite mapSelanSprite(mapSelanImg, 32, 64);
SimpleAnimation mapSelanAnimation(&mapSelanSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
Entity mapSelan;
mapSelan.SetAnimation(&mapSelanAnimation);
- mapSelan.Position() = Vector<float>(80, 128);
+ mapSelan.Position() = Vector<float>(64, 128);
+ mapSelan.SpriteOffset() = Vector<float>(0, -32);
mapMaxim.AddFollower(&mapSelan);
SDL_Surface *mapGuyImg(IMG_Load("test-data/guy-map.png"));
SimpleAnimation mapGuyAnimation(&mapGuySprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
Entity mapGuy;
mapGuy.SetAnimation(&mapGuyAnimation);
- mapGuy.Position() = Vector<float>(80, 128);
+ mapGuy.Position() = Vector<float>(64, 128);
+ mapGuy.SpriteOffset() = Vector<float>(0, -32);
mapSelan.AddFollower(&mapGuy);
SDL_Surface *mapDekarImg(IMG_Load("test-data/dekar-map.png"));
SimpleAnimation mapDekarAnimation(&mapDekarSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
Entity mapDekar;
mapDekar.SetAnimation(&mapDekarAnimation);
- mapDekar.Position() = Vector<float>(80, 128);
+ mapDekar.Position() = Vector<float>(64, 128);
+ mapDekar.SpriteOffset() = Vector<float>(0, -32);
mapGuy.AddFollower(&mapDekar);
InitScreen screen(width, height);
} else {
MapState *mapState(new MapState(&map));
mapState->AddEntity(&mapMaxim);
-// mapState->AddEntity(&mapSelan);
-// mapState->AddEntity(&mapGuy);
-// mapState->AddEntity(&mapDekar);
+ mapState->AddEntity(&mapSelan);
+ mapState->AddEntity(&mapGuy);
+ mapState->AddEntity(&mapDekar);
mapState->ControlEntity(&mapMaxim);
mapState->SetWalkingSpeed(walkSpeed);
state = mapState;
}
-bool Entity::TileLock(int width, int height) const {
- Vector<int> tilePosition(
- position.X() - (width / 2),
- position.Y());
- return (tilePosition.X() % width == 0) && (tilePosition.Y() % height == 0);
+bool Entity::TileLock(const geometry::Vector<int> &tileSize) const {
+ // TODO: change position to point to the top-left corner of a tile
+ Vector<int> tilePosition(position);
+ return (tilePosition.X() % tileSize.X() == 0) && (tilePosition.Y() % tileSize.Y() == 0);
}
void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
// TODO: configurable sprite offsets
if (runner.Running()) {
- runner.DrawCenter(dest, offset + position);
+ runner.Draw(dest, offset + position + spriteOffset);
} else {
- animation->GetSprite()->DrawCenter(dest, offset + position, orientation);
+ animation->GetSprite()->Draw(dest, offset + position + spriteOffset, orientation);
}
}
geometry::Vector<float> &Velocity() { return velocity; }
const geometry::Vector<float> &Velocity() const { return velocity; }
+ geometry::Vector<float> &SpriteOffset() { return spriteOffset; }
+ const geometry::Vector<float> &SpriteOffset() const { return spriteOffset; }
+
void SetAnimation(const graphics::Animation *a);
void StartAnimation(app::Application &ctrl);
void StartAnimation(app::State &ctrl);
void AddFollower(Entity *);
void RemoveFollower(Entity *);
- bool TileLock(int width, int height) const;
+ bool TileLock(const geometry::Vector<int> &tileSize) const;
void Update(float deltaT);
void Render(SDL_Surface *, const geometry::Vector<int> &offset) const;
private:
- void UpdateVelocity();;
+ void UpdateVelocity();
private:
Entity *follower;
const graphics::Animation *animation;
graphics::AnimationRunner runner;
+ geometry::Vector<float> spriteOffset;
geometry::Vector<float> position;
geometry::Vector<float> velocity;
Orientation orientation;
}
void MapState::UpdateWorld(float deltaT) {
- if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
+ if (controlled && controlled->TileLock(map->Tileset()->Size())) {
OnTileLock();
}
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
afterLock = true;
}
+ // TODO: halt all activity if lock caused a state/map transition
+
if (nextDirection >= 0) {
- if (afterLock) {
- // FIXME: this check is unreliable, see #21
- OnMove();
- afterLock = false;
- }
- controlled->SetOrientation(Entity::Orientation(nextDirection));
const Tile &tile(map->TileAt(controlled->Position()));
bool blocked(false);
- switch (controlled->GetOrientation()) {
+ switch (nextDirection) {
case Entity::ORIENTATION_NORTH:
blocked = tile.BlocksNorth();
break;
blocked = tile.BlocksWest();
break;
}
+ if (afterLock) {
+ OnMove(!blocked);
+ afterLock = false;
+ }
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
if (!blocked) {
controlled->SetSpeed(walkingSpeed);
moveTimer.Clear();
} else {
controlled->SetSpeed(0.0f);
+ StopFollowers(*controlled);
if (!moveTimer.Running()) {
int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
}
} else {
controlled->SetSpeed(0.0f);
+ StopFollowers(*controlled);
controlled->StopAnimation();
moveTimer.Clear();
}
}
void MapState::OnGridLock() {
+ LockEntities();
Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
if (trigger) {
// TODO: run trigger
// TODO: force all entities into their grid positions?
}
-void MapState::OnMove() {
+void MapState::LockEntities() {
+ for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ (*i)->Position().Lock(map->Tileset()->Size());
+ }
+}
+
+void MapState::OnMove(bool realMove) {
// TODO: evaluate monster movements
- UpdateFollower(controlled);
+ if (realMove) {
+ UpdateFollower(*controlled);
+ } else {
+ StopFollowers(*controlled);
+ }
}
-void MapState::UpdateFollower(Entity *e) {
- if (!e->Follower()) return;
- UpdateFollower(e->Follower());
+void MapState::UpdateFollower(Entity &e) {
+ if (!e.Follower()) return;
+
+ Entity &f(*e.Follower());
+ UpdateFollower(f);
+
+ Vector<int> coords(map->TileCoordinates(e.Position()));
+ Vector<int> fCoords(map->TileCoordinates(f.Position()));
+ Vector<int> direction(coords - fCoords);
+
+ if (direction.Y() < 0) {
+ f.SetOrientation(Entity::ORIENTATION_NORTH);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.X() > 0) {
+ f.SetOrientation(Entity::ORIENTATION_EAST);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.Y() > 0) {
+ f.SetOrientation(Entity::ORIENTATION_SOUTH);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.X() < 0) {
+ f.SetOrientation(Entity::ORIENTATION_WEST);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else {
+ f.SetSpeed(0.0f);
+ f.StopAnimation();
+ }
+}
- e->Follower()->SetOrientation(e->GetOrientation());
- // TODO: set follower speed
+void MapState::StopFollowers(Entity &e) {
+ for (Entity *f(e.Follower()); f; f = f->Follower()) {
+ f->SetSpeed(0.0f);
+ f->StopAnimation();
+ }
}
static bool ZCompare(const Entity *lhs, const Entity *rhs);
void OnTileLock();
void OnGridLock();
- void OnMove();
+ void OnMove(bool);
- void UpdateFollower(Entity *);
+ void UpdateFollower(Entity &);
+ void StopFollowers(Entity &);
+
+ void LockEntities();
private:
Map *map;