Entire project is building cleanly again, but characters are static

This commit is contained in:
Kayne Ruse
2014-05-28 00:25:58 +10:00
parent 967f0653a1
commit 519b8a1e36
2 changed files with 31 additions and 28 deletions
+30 -27
View File
@@ -46,7 +46,7 @@ InWorld::InWorld(
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
combatMap(*argCombatMap),
characterMap(*argCharacterMap),
characterMap(*argCharacterMap)
{
//setup the utility objects
buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
@@ -111,13 +111,13 @@ void InWorld::Update(double delta) {
}
//update the characters
for (auto& it : playerCharacters) {
for (auto& it : characterMap) {
if (it.second.motion.x && it.second.motion.y) {
//TODO: refactor this into a method
it.second.position += it.second.motion * CHARACTER_WALKING_SPEED * CHARACTER_WALKING_MOD;
it.second.position += it.second.motion * delta * CHARACTER_WALKING_MOD;
}
else if (it.second.motion != 0) {
it.second.position += it.second.motion * CHARACTER_WALKING_SPEED;
it.second.position += it.second.motion * delta;
}
//TODO: SPRITE: fix sprite
}
@@ -151,8 +151,9 @@ void InWorld::Render(SDL_Surface* const screen) {
}
//draw characters
for (auto& it : playerCharacters) {
it.second.DrawTo(screen, camera.x, camera.y);
for (auto& it : characterMap) {
//TODO: refactor this
it.second.sprite.DrawTo(screen, it.second.position.x - camera.x, it.second.position.y - camera.y);
}
//draw UI
@@ -200,28 +201,28 @@ void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
//player movement
case SDLK_LEFT:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST);
localCharacter->motion.x -= CHARACTER_WALKING_SPEED;
SendPlayerUpdate();
}
break;
case SDLK_RIGHT:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST);
localCharacter->motion.x += CHARACTER_WALKING_SPEED;
SendPlayerUpdate();
}
break;
case SDLK_UP:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH);
localCharacter->motion.y -= CHARACTER_WALKING_SPEED;
SendPlayerUpdate();
}
break;
case SDLK_DOWN:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH);
localCharacter->motion.y += CHARACTER_WALKING_SPEED;
SendPlayerUpdate();
}
break;
@@ -233,28 +234,28 @@ void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
//player movement
case SDLK_LEFT:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST);
localCharacter->motion.x += CHARACTER_WALKING_SPEED;
SendPlayerUpdate();
}
break;
case SDLK_RIGHT:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST);
localCharacter->motion.x -= CHARACTER_WALKING_SPEED;
SendPlayerUpdate();
}
break;
case SDLK_UP:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH);
localCharacter->motion.y += CHARACTER_WALKING_SPEED;
SendPlayerUpdate();
}
break;
case SDLK_DOWN:
if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH);
localCharacter->motion.y -= CHARACTER_WALKING_SPEED;
SendPlayerUpdate();
}
break;
@@ -305,48 +306,50 @@ void InWorld::HandleRegionContent(SerialPacket packet) {
}
void InWorld::HandleCharacterUpdate(SerialPacket packet) {
if (playerCharacters.find(packet.characterInfo.characterIndex) == playerCharacters.end()) {
if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) {
HandleCharacterNew(packet);
return;
}
//update only if the message didn't originate from here
if (packet.characterInfo.clientIndex != clientIndex) {
playerCharacters[packet.characterInfo.characterIndex].SetPosition(packet.characterInfo.position);
playerCharacters[packet.characterInfo.characterIndex].SetMotion(packet.characterInfo.motion);
characterMap[packet.characterInfo.characterIndex].position = packet.characterInfo.position;
characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
}
playerCharacters[packet.characterInfo.characterIndex].ResetDirection();
//TODO: refactor this
// characterMap[packet.characterInfo.characterIndex].ResetDirection();
}
void InWorld::HandleCharacterNew(SerialPacket packet) {
if (playerCharacters.find(packet.characterInfo.characterIndex) != playerCharacters.end()) {
if (characterMap.find(packet.characterInfo.characterIndex) != characterMap.end()) {
throw(std::runtime_error("Cannot create duplicate characters"));
}
//TODO: set the player's handle
//TODO: use a reference, don't use a lookup for every call
playerCharacters[packet.characterInfo.characterIndex].GetSprite()->LoadSurface(config["dir.sprites"] + packet.characterInfo.avatar, 4, 4);
playerCharacters[packet.characterInfo.characterIndex].SetPosition(packet.characterInfo.position);
playerCharacters[packet.characterInfo.characterIndex].SetMotion(packet.characterInfo.motion);
playerCharacters[packet.characterInfo.characterIndex].ResetDirection();
characterMap[packet.characterInfo.characterIndex].sprite.LoadSurface(config["dir.sprites"] + packet.characterInfo.avatar, 4, 4);
characterMap[packet.characterInfo.characterIndex].position = packet.characterInfo.position;
characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
//TODO: refactor this
// characterMap[packet.characterInfo.characterIndex].ResetDirection();
//catch this client's player object
if (packet.characterInfo.characterIndex == characterIndex && !localCharacter) {
localCharacter = &playerCharacters[characterIndex];
localCharacter = &characterMap[characterIndex];
//setup the camera
camera.width = GetScreen()->w;
camera.height = GetScreen()->h;
//center on the player's character
camera.marginX = (GetScreen()->w / 2 - localCharacter->sprite->GetImage()->GetClipW() / 2);
camera.marginY = (GetScreen()->h / 2 - localCharacter->sprite->GetImage()->GetClipH() / 2);
camera.marginX = (GetScreen()->w / 2 - localCharacter->sprite.GetImage()->GetClipW() / 2);
camera.marginY = (GetScreen()->h / 2 - localCharacter->sprite.GetImage()->GetClipH() / 2);
}
}
void InWorld::HandleCharacterDelete(SerialPacket packet) {
//TODO: authenticate when own character is being deleted
playerCharacters.erase(packet.characterInfo.characterIndex);
characterMap.erase(packet.characterInfo.characterIndex);
//catch this client's player object
if (packet.characterInfo.characterIndex == characterIndex) {