PlayerCharacter is moving around smoothly
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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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