Refactored some code from InWorld into methods in CharacterData

This commit is contained in:
Kayne Ruse
2014-05-28 21:07:11 +10:00
parent 519b8a1e36
commit 6428b02d85
6 changed files with 96 additions and 17 deletions
+1 -1
View File
@@ -83,7 +83,7 @@ protected:
void SendPlayerUpdate();
void RequestDisconnect();
void RequestShutdown();
//TOOD: more
//TODO: more
//shared parameters
ConfigUtility& config;
+4 -14
View File
@@ -112,14 +112,7 @@ void InWorld::Update(double delta) {
//update the characters
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 * delta * CHARACTER_WALKING_MOD;
}
else if (it.second.motion != 0) {
it.second.position += it.second.motion * delta;
}
//TODO: SPRITE: fix sprite
it.second.Update(delta);
}
//TODO: sort the players and entities by Y position
@@ -152,8 +145,7 @@ void InWorld::Render(SDL_Surface* const screen) {
//draw characters
for (auto& it : characterMap) {
//TODO: refactor this
it.second.sprite.DrawTo(screen, it.second.position.x - camera.x, it.second.position.y - camera.y);
it.second.DrawTo(screen, camera.x, camera.y);
}
//draw UI
@@ -316,8 +308,7 @@ void InWorld::HandleCharacterUpdate(SerialPacket packet) {
characterMap[packet.characterInfo.characterIndex].position = packet.characterInfo.position;
characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
}
//TODO: refactor this
// characterMap[packet.characterInfo.characterIndex].ResetDirection();
characterMap[packet.characterInfo.characterIndex].CorrectSprite();
}
void InWorld::HandleCharacterNew(SerialPacket packet) {
@@ -330,8 +321,7 @@ void InWorld::HandleCharacterNew(SerialPacket packet) {
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();
characterMap[packet.characterInfo.characterIndex].CorrectSprite();
//catch this client's player object
if (packet.characterInfo.characterIndex == characterIndex && !localCharacter) {
+67
View File
@@ -0,0 +1,67 @@
/* 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 "character_data.hpp"
void CharacterData::Update(double delta) {
if (motion.x && motion.y) {
position += motion * delta * CHARACTER_WALKING_MOD;
}
else if (motion != 0) {
position += motion * delta;
}
#ifdef GRAPHICS
sprite.Update(delta);
#endif
}
#ifdef GRAPHICS
void CharacterData::DrawTo(SDL_Surface* const dest, int camX, int camY) {
sprite.DrawTo(dest, position.x - camX, position.y - camY);
}
void CharacterData::CorrectSprite() {
//NOTE: These must correspond to the sprite sheet in use
if (motion.y > 0) {
sprite.SetYIndex(0);
}
else if (motion.y < 0) {
sprite.SetYIndex(1);
}
else if (motion.x > 0) {
sprite.SetYIndex(3);
}
else if (motion.x < 0) {
sprite.SetYIndex(2);
}
//animation
if (motion != 0) {
sprite.SetDelay(0.1);
}
else {
sprite.SetDelay(0);
sprite.SetXIndex(0);
}
}
#endif
+7
View File
@@ -59,6 +59,13 @@ struct CharacterData {
//TODO: buffs
//TODO: debuffs
//methods
void Update(double delta);
#ifdef GRAPHICS
void DrawTo(SDL_Surface* const, int camX, int camY);
void CorrectSprite();
#endif
//active gameplay members
//NOTE: these are lost when unloaded
#ifdef GRAPHICS
+2 -2
View File
@@ -1,7 +1,7 @@
#config
INCLUDES+=.
INCLUDES+=. ../utilities ../graphics
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES)) -DGRAPHICS
#source
CXXSRC=$(wildcard *.cpp)
+15
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@@ -0,0 +1,15 @@
#include "account_data.hpp"
#include "character_data.hpp"
#include "client_data.hpp"
#include "combat_data.hpp"
#include "enemy_data.hpp"
#include "statistics.hpp"
/* DOCS: Sanity check, read more
* Since most/all of the files in this directory are header files, I've created
* this source file as a "sanity check", to ensure that the above header files
* are written correctly via make.
*
* Oddly enough, I'm pretty sure this is the first directory compiled in a
* clean build.
*/