, tempTarget(20, 20)
, camera(100, 100, &tempTarget)
, walkingSpeed(64)
-, nextDirection(-1) {
+, nextDirection(-1)
+, afterLock(false) {
}
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
+ Vector<int> nowLock(controlled->Position());
+ if (nowLock != lastLock) {
+ OnGridLock();
+ }
if (nextDirection >= 0) {
+ if (afterLock) {
+ OnMove();
+ afterLock = false;
+ }
controlled->SetOrientation(Entity::Orientation(nextDirection));
const Tile &tile(map->TileAt(controlled->Position()));
bool blocked(false);
} else {
controlled->SetSpeed(0.0f);
}
+ if (nowLock != lastLock) {
+ lastLock = nowLock;
+ afterLock = true;
+ }
}
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
(*i)->Update(deltaT);
}
}
+void MapState::OnGridLock() {
+ // TODO: check for adjacent monsters and triggers on the current tile
+ // TODO: force all entities into their grid positions?
+}
+
+void MapState::OnMove() {
+ // TODO: evaluate monster movements
+}
+
+
void MapState::Render(SDL_Surface *screen) {
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
private:
static bool ZCompare(const Entity *lhs, const Entity *rhs);
+ void OnGridLock();
+ void OnMove();
private:
const Map *map;
Entity *controlled;
geometry::Vector<float> tempTarget;
+ geometry::Vector<int> lastLock;
graphics::Camera camera;
std::vector<Entity *> entities;
float walkingSpeed;
int nextDirection;
+ bool afterLock;
};