From 34fefc504fc465080b210b604ba5a185265a3c94 Mon Sep 17 00:00:00 2001 From: Daniel Karbach Date: Sun, 30 Sep 2012 18:47:44 +0200 Subject: [PATCH] moved grid logic to world update routine fixes #16 --- src/map/MapState.cpp | 68 ++++++++++++++++++++++---------------------- src/map/MapState.h | 1 + 2 files changed, 35 insertions(+), 34 deletions(-) diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 9a94731..de16765 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -53,51 +53,51 @@ void MapState::Resize(int width, int height) { 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::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { (*i)->Update(deltaT); } diff --git a/src/map/MapState.h b/src/map/MapState.h index cde5ec7..86e2813 100644 --- a/src/map/MapState.h +++ b/src/map/MapState.h @@ -52,6 +52,7 @@ private: graphics::Camera camera; std::vector entities; float walkingSpeed; + int nextDirection; }; -- 2.39.2