PlayerCharacter is moving around smoothly
This commit is contained in:
@@ -1,24 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013
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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 "character.hpp"
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@@ -1,32 +0,0 @@
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/* Copyright: (c) Kayne Ruse 2013
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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 CHARACTER_HPP_
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#define CHARACTER_HPP_
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class Character {
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public:
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Character();
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~Character();
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private:
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};
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#endif
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+31
-3
@@ -34,6 +34,7 @@ InWorld::InWorld() {
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cout << "entering InWorld" << endl;
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#endif
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cout << "Client Index: " << infoMgr->GetClientIndex() << endl;
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pc.GetSprite()->SetSurface(surfaceMgr->Get("elliot"), 32, 48);
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}
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InWorld::~InWorld() {
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@@ -52,6 +53,7 @@ void InWorld::FrameStart() {
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void InWorld::Update(double delta) {
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while(HandlePacket(popNetworkPacket()));
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pc.Update(delta);
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}
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void InWorld::FrameEnd() {
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@@ -59,7 +61,7 @@ void InWorld::FrameEnd() {
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}
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void InWorld::Render(SDL_Surface* const screen) {
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//
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pc.DrawTo(screen);
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}
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//-------------------------
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@@ -89,11 +91,37 @@ void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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case SDLK_ESCAPE:
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ExitGame();
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break;
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case SDLK_w:
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pc.MoveDirection(CardinalDirection::NORTH);
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break;
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case SDLK_s:
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pc.MoveDirection(CardinalDirection::SOUTH);
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break;
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case SDLK_a:
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pc.MoveDirection(CardinalDirection::EAST);
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break;
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case SDLK_d:
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pc.MoveDirection(CardinalDirection::WEST);
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break;
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}
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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//
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//reversed
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switch(key.keysym.sym) {
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case SDLK_w:
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pc.MoveDirection(CardinalDirection::SOUTH);
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break;
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case SDLK_s:
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pc.MoveDirection(CardinalDirection::NORTH);
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break;
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case SDLK_a:
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pc.MoveDirection(CardinalDirection::WEST);
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break;
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case SDLK_d:
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pc.MoveDirection(CardinalDirection::EAST);
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break;
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}
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}
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//-------------------------
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@@ -170,4 +198,4 @@ void InWorld::HandleDisconnection(::Disconnect& disconnect) {
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Disconnect();
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SetNextScene(SceneList::MAINMENU);
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cout << "You have been disconnected" << endl;
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}
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}
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+5
-2
@@ -36,6 +36,9 @@
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#include "button.hpp"
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#include "raster_font.hpp"
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//debugging
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#include "player_character.hpp"
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class InWorld : public BaseScene {
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public:
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//Public access members
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@@ -70,7 +73,7 @@ protected:
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InformationManager* infoMgr = ServiceLocator<InformationManager>::Get();
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//members
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//...
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PlayerCharacter pc;
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};
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#endif
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#endif
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@@ -0,0 +1,108 @@
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/* Copyright: (c) Kayne Ruse 2013
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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 "player_character.hpp"
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void PlayerCharacter::Update(double delta) {
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if (limitSpeed) {
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constexpr double d = 1.0/sqrt(2);
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position += motion * delta * d;
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}
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else {
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position += motion * delta;
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}
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sprite.Update(delta);
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}
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void PlayerCharacter::MoveDirection(CardinalDirection cd) {
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//shift the movement in this direction
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switch(cd) {
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case CardinalDirection::NORTH:
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if (motion.y >= 0) {
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motion.y -= WALKING_SPEED;
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}
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break;
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case CardinalDirection::SOUTH:
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if (motion.y <= 0) {
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motion.y += WALKING_SPEED;
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}
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break;
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case CardinalDirection::EAST:
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if (motion.x >= 0) {
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motion.x -= WALKING_SPEED;
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}
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break;
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case CardinalDirection::WEST:
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if (motion.x <= 0) {
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motion.x += WALKING_SPEED;
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}
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break;
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}
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//short cut
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if (motion.x != 0 && motion.y != 0) {
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sprite.SetInterval(0.1);
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limitSpeed = true;
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}
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else if (motion.x != 0 || motion.y != 0) {
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sprite.SetInterval(0.1);
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limitSpeed = false;
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}
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else {
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sprite.SetInterval(0);
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sprite.SetCurrentFrame(0);
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limitSpeed = false;
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}
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//face the correct direction
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FaceDirection();
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}
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void PlayerCharacter::FaceDirection(CardinalDirection cd) {
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switch(cd) {
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case CardinalDirection::NORTH:
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sprite.SetCurrentStrip(1);
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break;
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case CardinalDirection::SOUTH:
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sprite.SetCurrentStrip(0);
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break;
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case CardinalDirection::EAST:
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sprite.SetCurrentStrip(2);
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break;
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case CardinalDirection::WEST:
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sprite.SetCurrentStrip(3);
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break;
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}
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}
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void PlayerCharacter::FaceDirection() {
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//base the direction on the character's movement
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if (motion.y > 0) {
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FaceDirection(CardinalDirection::SOUTH);
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}
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else if (motion.y < 0) {
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FaceDirection(CardinalDirection::NORTH);
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}
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else if (motion.x < 0) {
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FaceDirection(CardinalDirection::EAST);
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}
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else if (motion.x > 0) {
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FaceDirection(CardinalDirection::WEST);
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}
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}
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@@ -0,0 +1,62 @@
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/* Copyright: (c) Kayne Ruse 2013
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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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* 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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* 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 PLAYERCHARACTER_HPP_
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#define PLAYERCHARACTER_HPP_
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#include "vector2.hpp"
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#include "sprite_sheet.hpp"
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#include "defines.hpp"
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class PlayerCharacter {
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public:
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PlayerCharacter() = default;
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~PlayerCharacter() = default;
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void Update(double delta);
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void MoveDirection(CardinalDirection);
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void FaceDirection(CardinalDirection);
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void DrawTo(SDL_Surface* const dest) { sprite.DrawTo(dest, position.x, position.y); }
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//accessors and mutators
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Vector2 SetPosition(Vector2 v) { return position = v; }
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Vector2 ShiftPosition(Vector2 v) { return position += v; }
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Vector2 GetPosition() { return position; }
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Vector2 SetMotion(Vector2 v) { return motion = v; }
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Vector2 ShiftMotion(Vector2 v) { return motion += v; }
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Vector2 GetMotion() { return motion; }
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SpriteSheet* GetSprite() { return &sprite; }
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private:
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void FaceDirection();
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Vector2 position;
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Vector2 motion;
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SpriteSheet sprite;
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//for moving diagonal
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bool limitSpeed = false;
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};
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#endif
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@@ -25,4 +25,10 @@
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#define GAME_CHANNEL 0
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#define CHAT_CHANNEL 1
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#define WALKING_SPEED 140
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enum class CardinalDirection {
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NORTH, SOUTH, EAST, WEST
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};
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#endif
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