Removed BBox, renamed position to origin
I've replaced the BBox class with a pair of inline functions in check_bounds.hpp. I've also renamed the 'position' variable to 'origin' in several locations. These changes are mostly to alleviate ambiguity.
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+6
-6
@@ -107,8 +107,8 @@ void InWorld::Update(double delta) {
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//update the camera
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if(localCharacter) {
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camera.x = localCharacter->position.x - camera.marginX;
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camera.y = localCharacter->position.y - camera.marginY;
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camera.x = localCharacter->origin.x - camera.marginX;
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camera.y = localCharacter->origin.y - camera.marginY;
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}
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//check the map
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@@ -134,7 +134,7 @@ void InWorld::Render(SDL_Surface* const screen) {
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//draw characters
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for (auto& it : characterMap) {
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//TODO: drawing order according to Y position
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//TODO: drawing order according to Y origin
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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@@ -291,7 +291,7 @@ void InWorld::HandleCharacterUpdate(SerialPacket packet) {
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//update only if the message didn't originate from here
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if (packet.characterInfo.clientIndex != clientIndex) {
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characterMap[packet.characterInfo.characterIndex].position = packet.characterInfo.position;
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characterMap[packet.characterInfo.characterIndex].origin = packet.characterInfo.origin;
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characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
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}
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characterMap[packet.characterInfo.characterIndex].CorrectSprite();
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@@ -310,7 +310,7 @@ void InWorld::HandleCharacterNew(SerialPacket packet) {
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character.avatar = packet.characterInfo.avatar;
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character.sprite.LoadSurface(config["dir.sprites"] + character.avatar, 4, 4);
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character.mapIndex = packet.characterInfo.mapIndex;
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character.position = packet.characterInfo.position;
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character.origin = packet.characterInfo.origin;
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character.motion = packet.characterInfo.motion;
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character.stats = packet.characterInfo.stats;
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@@ -366,7 +366,7 @@ void InWorld::SendPlayerUpdate() {
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packet.characterInfo.clientIndex = clientIndex;
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packet.characterInfo.accountIndex = accountIndex;
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packet.characterInfo.characterIndex = characterIndex;
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packet.characterInfo.position = localCharacter->position;
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packet.characterInfo.origin = localCharacter->origin;
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packet.characterInfo.motion = localCharacter->motion;
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network.SendTo(Channels::SERVER, &packet);
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