Separated some character code into Renderable
This commit is contained in:
@@ -31,10 +31,6 @@ void Character::Update() {
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sprite.Update(0.016);
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}
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void Character::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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sprite.DrawTo(dest, origin.x - camX, origin.y - camY);
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}
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void Character::CorrectSprite() {
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//NOTE: These must correspond to the sprite sheet in use
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if (motion.y > 0) {
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+4
-24
@@ -24,28 +24,22 @@
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//components
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#include "character_defines.hpp"
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#include "vector2.hpp"
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#include "bounding_box.hpp"
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#include "renderable.hpp"
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#include "statistics.hpp"
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//graphics
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#include "sprite_sheet.hpp"
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//std namespace
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#include <string>
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#include <cmath>
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class Character {
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class Character : public Renderable {
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public:
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Character() = default;
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~Character() = default;
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void Update();
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void Update() override;
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//graphics
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void DrawTo(SDL_Surface* const, int camX, int camY);
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void CorrectSprite();
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SpriteSheet* GetSprite() { return &sprite; }
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//gameplay
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Statistics* GetStats() { return &stats; }
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@@ -61,17 +55,8 @@ public:
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std::string GetAvatar() const { return avatar; }
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//position
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Vector2 SetOrigin(Vector2 v) { return origin = v; }
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Vector2 GetOrigin() const { return origin; }
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Vector2 SetMotion(Vector2 v) { return motion = v; }
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Vector2 GetMotion() const { return motion; }
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BoundingBox SetBounds(BoundingBox b) { return bounds = b; }
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BoundingBox GetBounds() { return bounds; }
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private:
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//graphics
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SpriteSheet sprite;
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//base statistics
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Statistics stats;
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@@ -81,11 +66,6 @@ private:
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int owner;
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std::string handle;
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std::string avatar;
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//position
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Vector2 origin = {0.0,0.0};
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Vector2 motion = {0.0,0.0};
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BoundingBox bounds;
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};
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//tmp
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@@ -0,0 +1,31 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "renderable.hpp"
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void Renderable::Update() {
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origin += motion;
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sprite.Update(0.016);
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}
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void Renderable::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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sprite.DrawTo(dest, origin.x - camX, origin.y - camY);
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}
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@@ -0,0 +1,56 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef RENDERABLE_HPP_
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#define RENDERABLE_HPP_
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#include "bounding_box.hpp"
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#include "sprite_sheet.hpp"
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#include "vector2.hpp"
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class Renderable {
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public:
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Renderable() = default;
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virtual ~Renderable() = default;
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virtual void Update();
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virtual void DrawTo(SDL_Surface* const, int camX, int camY);
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SpriteSheet* GetSprite() { return &sprite; }
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//position
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Vector2 SetOrigin(Vector2 v) { return origin = v; }
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Vector2 GetOrigin() const { return origin; }
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Vector2 SetMotion(Vector2 v) { return motion = v; }
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Vector2 GetMotion() const { return motion; }
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//collision
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BoundingBox SetBounds(BoundingBox b) { return bounds = b; }
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BoundingBox GetBounds() { return bounds; }
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protected: //TODO: should be private
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SpriteSheet sprite;
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Vector2 origin = {0, 0};
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Vector2 motion = {0, 0};
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BoundingBox bounds;
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};
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#endif
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@@ -27,6 +27,7 @@
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//the speeds that the characters move
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constexpr double CHARACTER_WALKING_SPEED = 2.24;
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constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
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constexpr double CHARACTER_WALKING_NEGATIVE_MOD = 1.0 - CHARACTER_WALKING_MOD;
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//the bounds for the character objects, mapped to the default sprites
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constexpr int CHARACTER_BOUNDS_X = 0;
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