Moved 'renderable' stuff to 'entities'

This commit is contained in:
Kayne Ruse
2014-11-16 22:40:13 +11:00
parent cacd3dcd6d
commit 1f3c1f32f4
9 changed files with 60 additions and 90 deletions
@@ -24,12 +24,12 @@
//components
#include "character_defines.hpp"
#include "renderable.hpp"
#include "entity.hpp"
//std namespace
#include <string>
class BaseCharacter : public Renderable {
class BaseCharacter : public Entity {
public:
BaseCharacter() = default;
virtual ~BaseCharacter() = default;
@@ -22,9 +22,9 @@
#ifndef BASEMONSTER_HPP_
#define BASEMONSTER_HPP_
#include "renderable.hpp"
#include "entity.hpp"
class BaseMonster {
class BaseMonster : public Entity {
public:
BaseMonster() = default;
virtual ~BaseMonster() = default;
@@ -19,13 +19,44 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "renderable.hpp"
#include "entity.hpp"
void Renderable::Update() {
void Entity::Update() {
origin += motion;
sprite.Update(0.016);
}
void Renderable::DrawTo(SDL_Surface* const dest, int camX, int camY) {
void Entity::DrawTo(SDL_Surface* const dest, int camX, int camY) {
sprite.DrawTo(dest, origin.x - camX, origin.y - camY);
}
int Entity::SetEntityIndex(int i) {
return entityIndex = i;
}
int Entity::SetRoomIndex(int i) {
return roomIndex = i;
}
Vector2 Entity::SetOrigin(Vector2 v) {
return origin = v;
}
Vector2 Entity::SetMotion(Vector2 v) {
return motion = v;
}
int Entity::GetEntityIndex() {
return entityIndex;
}
int Entity::GetRoomIndex() {
return roomIndex;
}
Vector2 Entity::GetOrigin() {
return origin;
}
Vector2 Entity::GetMotion() {
return motion;
}
@@ -19,37 +19,43 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef RENDERABLE_HPP_
#define RENDERABLE_HPP_
#ifndef ENTITY_HPP_
#define ENTITY_HPP_
#include "bounding_box.hpp"
#include "sprite_sheet.hpp"
#include "vector2.hpp"
class Renderable {
//The base class for all objects in the world
class Entity {
public:
Renderable() = default;
virtual ~Renderable() = default;
virtual void Update();
virtual void DrawTo(SDL_Surface* const, int camX, int camY);
SpriteSheet* GetSprite() { return &sprite; }
//position
Vector2 SetOrigin(Vector2 v) { return origin = v; }
Vector2 GetOrigin() const { return origin; }
Vector2 SetMotion(Vector2 v) { return motion = v; }
Vector2 GetMotion() const { return motion; }
//collision
//accessors & mutators
int SetEntityIndex(int i);
int SetRoomIndex(int i);
Vector2 SetOrigin(Vector2 v);
Vector2 SetMotion(Vector2 v);
BoundingBox SetBounds(BoundingBox b) { return bounds = b; }
int GetEntityIndex();
int GetRoomIndex();
Vector2 GetOrigin();
Vector2 GetMotion();
BoundingBox GetBounds() { return bounds; }
protected: //TODO: should be private
protected:
Entity() = default;
~Entity() = default;
SpriteSheet sprite;
Vector2 origin = {0, 0};
Vector2 motion = {0, 0};
int entityIndex = -1;
int roomIndex = -1;
Vector2 origin;
Vector2 motion;
BoundingBox bounds;
};
-23
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@@ -1,23 +0,0 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "local_character.hpp"
-44
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@@ -1,44 +0,0 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef LOCALCHARACTER_HPP_
#define LOCALCHARACTER_HPP_
#include "base_character.hpp"
#include "statistics.hpp"
class LocalCharacter : public BaseCharacter {
public:
LocalCharacter() = default;
~LocalCharacter() = default;
int SetRoomIndex(int i) { return roomIndex = i; }
int GetRoomIndex() { return roomIndex; }
Statistics* GetBaseStats() { return &baseStats; }
private:
int roomIndex = -1;
Statistics baseStats;
//TODO: weapons, armour, buffs, debuffs, etc.
};
#endif