gameState.heroes[3].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
gameState.heroes[2].MapEntity().AddFollower(&gameState.heroes[3].MapEntity());
+ Entity mapPopulation[2];
+ map1.SetEntities(mapPopulation, 2);
+
SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
Sprite mapMonsterSprite(mapMonsterImg, 32, 32);
SimpleAnimation mapMonsterAnimation(&mapMonsterSprite, 500, 2, 0, 0, true);
- Entity mapMonster;
- mapMonster.SetAnimation(&mapMonsterAnimation);
- mapMonster.Position() = Vector<float>(64, 32);
- mapMonster.SetOrientation(Entity::ORIENTATION_SOUTH);
- mapMonster.SetPartyLayout(&monstersLayout);
- mapMonster.SetMonsters(&monster, 1);
- map1.SetEntities(&mapMonster, 1);
+ mapPopulation[0].SetAnimation(&mapMonsterAnimation);
+ mapPopulation[0].Position() = Vector<float>(64, 32);
+ mapPopulation[0].SetOrientation(Entity::ORIENTATION_SOUTH);
+ mapPopulation[0].SetPartyLayout(&monstersLayout);
+ mapPopulation[0].SetMonsters(&monster, 1);
+
+ Sprite blockSprite(tilesetImg, tileSize, tileSize, 3 * tileSize, 1 * tileSize);
+ mapPopulation[1].SetSprite(&blockSprite);
+ mapPopulation[1].Position() = Vector<float>(64, 160);
+ mapPopulation[1].SetFlags(Entity::FLAG_PUSHABLE | Entity::FLAG_FIXED_ORIENTATION);
InitScreen screen(width, height);
mapState->ControlEntity(&gameState.heroes[0].MapEntity());
mapState->SetWalkingSpeed(walkSpeed);
- mapMonster.StartAnimation(*mapState);
+ mapPopulation[0].StartAnimation(*mapState);
state = mapState;
}
Entity::Entity()
: follower(0)
, animation(0)
+, sprite(0)
, partyLayout(0)
, monsters(0)
, numMonsters(0)
void Entity::SetOrientation(Orientation o) {
orientation = o;
UpdateVelocity();
- runner.SetColOffset(orientation);
+ if (CanTurn()) {
+ runner.SetColOffset(orientation);
+ }
}
void Entity::SetSpeed(float s) {
UpdateVelocity();
}
+
void Entity::StartAnimation(app::Application &ctrl) {
runner.Start(ctrl);
}
runner.Stop();
}
+
+void Entity::SetHandsFree() {
+ runner.SetRowOffset(0);
+}
+
+void Entity::SetCarrying() {
+ runner.SetRowOffset(2);
+}
+
+void Entity::SetPushing() {
+ runner.SetRowOffset(4);
+}
+
+
void Entity::AddFollower(Entity *f) {
if (follower) {
follower->AddFollower(f);
void Entity::SetAnimation(const graphics::Animation *a) {
animation = a;
runner.ChangeAnimation(animation);
+ if (!sprite) {
+ sprite = animation->GetSprite();
+ }
}
if (runner.Running()) {
runner.Draw(dest, offset + position + spriteOffset);
} else {
- animation->GetSprite()->Draw(dest, offset + position + spriteOffset, orientation);
+ sprite->Draw(dest, offset + position + spriteOffset, CanTurn() ? orientation : 0);
}
}
void Entity::Load(void *data) {
Entity *entity(reinterpret_cast<Entity *>(data));
- entity->runner.ChangeAnimation(entity->animation);
+ if (entity->animation) {
+ entity->runner.ChangeAnimation(entity->animation);
+ if (!entity->sprite) {
+ entity->sprite = entity->animation->GetSprite();
+ }
+ }
}
}
, ctrl(0)
, map(map)
, controlled(0)
+, pushed(0)
, tempTarget(20, 20)
, camera(100, 100, &tempTarget)
, walkingSpeed(64)
, nextDirection(-1)
, afterLock(false)
, skipLock(false)
+, pushing(false)
, debug(false) {
}
nextDirection = -1;
}
+ pushing = input.IsDown(Input::ACTION_A);
+
if (input.JustPressed(Input::DEBUG_1)) {
debug = !debug;
}
}
if (nextDirection >= 0) {
- bool blocked(CheckBlocking());
if (afterLock) {
+ bool blocked(CheckBlocking());
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);
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
+ if (!blocked) {
+ controlled->SetSpeed(walkingSpeed);
+ moveTimer.Clear();
+ if (pushed) {
+ pushed->SetOrientation(Entity::Orientation(nextDirection));
+ pushed->SetSpeed(walkingSpeed);
+ controlled->SetPushing();
+ } else {
+ controlled->SetHandsFree();
+ }
+ } 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);
+ }
+ pushed = 0;
+ }
+ if (!controlled->AnimationRunning()) {
+ controlled->StartAnimation(*this);
}
- }
- if (!controlled->AnimationRunning()) {
- controlled->StartAnimation(*this);
}
} else {
controlled->SetSpeed(0.0f);
StopFollowers(*controlled);
controlled->StopAnimation();
moveTimer.Clear();
+ if (pushed) {
+ pushed->SetSpeed(0.0f);
+ pushed = 0;
+ }
}
lastLock = nowLock;
}
-bool MapState::CheckBlocking() const {
- const Tile *tile(map->TileAt(controlled->Position()));
- if (!tile) {
- return false;
+bool MapState::CheckBlocking() {
+ if (pushed) {
+ pushed->SetSpeed(0.0f);
+ pushed = 0;
}
- Vector<int> nextPosition;
+ const Tile *tile(map->TileAt(controlled->Position()));
+ Vector<int> direction;
switch (nextDirection) {
case Entity::ORIENTATION_NORTH:
- if (tile->BlocksNorth()) {
+ if (tile && tile->BlocksNorth()) {
+ return true;
+ } else {
+ direction = Vector<int>(0, -map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_EAST:
+ if (tile && tile->BlocksEast()) {
+ return true;
+ } else {
+ direction = Vector<int>(map->Tileset()->Width(), 0);
+ }
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ if (tile && tile->BlocksSouth()) {
+ return true;
+ } else {
+ direction = Vector<int>(0, map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_WEST:
+ if (tile && tile->BlocksWest()) {
+ return true;
+ } else {
+ direction = Vector<int>(-map->Tileset()->Width(), 0);
+ }
+ break;
+ default:
+ return false;
+ }
+ Vector<int> nextTilePosition(direction + controlled->Position());
+ Vector<int> nextTileCoords(map->TileCoordinates(nextTilePosition));
+ for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ const Entity &e(**i);
+ if (map->TileCoordinates(e.Position()) != nextTileCoords) continue;
+ if (!e.Blocking()) continue;
+ if (!pushing || !e.Pushable()) return true;
+ if (CheckBlocking(nextTilePosition, Entity::Orientation(nextDirection))) return true;
+ pushed = *i;
+ }
+ return false;
+}
+
+bool MapState::CheckBlocking(const Vector<int> &position, Entity::Orientation direction) const {
+ const Tile *tile(map->TileAt(position));
+ Vector<int> directionVector;
+ switch (direction) {
+ case Entity::ORIENTATION_NORTH:
+ if (tile && tile->BlocksNorth()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X(),
- controlled->Position().Y() - map->Tileset()->Height());
+ directionVector = Vector<int>(0, -map->Tileset()->Height());
}
break;
case Entity::ORIENTATION_EAST:
- if (tile->BlocksEast()) {
+ if (tile && tile->BlocksEast()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X() + map->Tileset()->Width(),
- controlled->Position().Y());
+ directionVector = Vector<int>(map->Tileset()->Width(), 0);
}
break;
case Entity::ORIENTATION_SOUTH:
- if (tile->BlocksSouth()) {
+ if (tile && tile->BlocksSouth()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X(),
- controlled->Position().Y() + map->Tileset()->Height());
+ directionVector = Vector<int>(0, map->Tileset()->Height());
}
break;
case Entity::ORIENTATION_WEST:
- if (tile->BlocksWest()) {
+ if (tile && tile->BlocksWest()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X() - map->Tileset()->Width(),
- controlled->Position().Y());
+ directionVector = Vector<int>(-map->Tileset()->Width(), 0);
}
break;
default:
return false;
}
- Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
+ Vector<int> nextTileCoords(map->TileCoordinates(directionVector + position));
for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
const Entity &e(**i);
if (map->TileCoordinates(e.Position()) == nextTileCoords && e.Blocking()) {