void MapState::HandleEvents(const Input &input) {
if (!controlled) return;
- if (!controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) return;
- bool down(false);
if (input.IsDown(Input::PAD_UP)) {
- controlled->SetOrientation(Entity::ORIENTATION_NORTH);
- down = true;
+ nextDirection = Entity::ORIENTATION_NORTH;
} else if (input.IsDown(Input::PAD_RIGHT)) {
- controlled->SetOrientation(Entity::ORIENTATION_EAST);
- down = true;
+ nextDirection = Entity::ORIENTATION_EAST;
} else if (input.IsDown(Input::PAD_DOWN)) {
- controlled->SetOrientation(Entity::ORIENTATION_SOUTH);
- down = true;
+ nextDirection = Entity::ORIENTATION_SOUTH;
} else if (input.IsDown(Input::PAD_LEFT)) {
- controlled->SetOrientation(Entity::ORIENTATION_WEST);
- down = true;
+ nextDirection = Entity::ORIENTATION_WEST;
+ } else {
+ nextDirection = -1;
}
+}
- if (down) {
- const Tile &tile(map->TileAt(controlled->Position()));
- bool blocked(false);
- switch (controlled->GetOrientation()) {
- case Entity::ORIENTATION_NORTH:
- blocked = tile.BlocksNorth();
- break;
- case Entity::ORIENTATION_EAST:
- blocked = tile.BlocksEast();
- break;
- case Entity::ORIENTATION_SOUTH:
- blocked = tile.BlocksSouth();
- break;
- case Entity::ORIENTATION_WEST:
- blocked = tile.BlocksWest();
- break;
- }
- if (!blocked) {
- controlled->SetSpeed(walkingSpeed);
+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
+ if (nextDirection >= 0) {
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
+ const Tile &tile(map->TileAt(controlled->Position()));
+ bool blocked(false);
+ switch (controlled->GetOrientation()) {
+ case Entity::ORIENTATION_NORTH:
+ blocked = tile.BlocksNorth();
+ break;
+ case Entity::ORIENTATION_EAST:
+ blocked = tile.BlocksEast();
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ blocked = tile.BlocksSouth();
+ break;
+ case Entity::ORIENTATION_WEST:
+ blocked = tile.BlocksWest();
+ break;
+ }
+ if (!blocked) {
+ controlled->SetSpeed(walkingSpeed);
+ } else {
+ controlled->SetSpeed(0.0f);
+ }
} else {
controlled->SetSpeed(0.0f);
}
- } else {
- controlled->SetSpeed(0.0f);
}
-}
-
-void MapState::UpdateWorld(float deltaT) {
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
(*i)->Update(deltaT);
}