/* Copyright: (c) Kayne Ruse 2013 * * 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 "player_character.hpp" #define WALKING_SPEED 140 void PlayerCharacter::Update(double delta) { if (diagonal) { constexpr double d = 1.0/sqrt(2); position += motion * delta * d; } else { position += motion * delta; } sprite.Update(delta); } void PlayerCharacter::AdjustDirection(Direction direction) { //shift the movement in this direction switch(direction) { case Direction::NORTH: if (motion.y >= 0) { motion.y -= WALKING_SPEED; } break; case Direction::SOUTH: if (motion.y <= 0) { motion.y += WALKING_SPEED; } break; case Direction::WEST: if (motion.x >= 0) { motion.x -= WALKING_SPEED; } break; case Direction::EAST: if (motion.x <= 0) { motion.x += WALKING_SPEED; } break; } //face the correct direction ResetDirection(); } void PlayerCharacter::FaceDirection(Direction direction) { //this function depends on the format of the sprite sheets switch(direction) { case Direction::NORTH: sprite.SetYIndex(1); break; case Direction::SOUTH: sprite.SetYIndex(0); break; case Direction::WEST: sprite.SetYIndex(2); break; case Direction::EAST: sprite.SetYIndex(3); break; } } void PlayerCharacter::ResetDirection() { //base the direction on the character's movement if (motion.y > 0) { FaceDirection(Direction::SOUTH); } else if (motion.y < 0) { FaceDirection(Direction::NORTH); } else if (motion.x > 0) { FaceDirection(Direction::EAST); } else if (motion.x < 0) { FaceDirection(Direction::WEST); } ResetSpeed(); } void PlayerCharacter::ResetSpeed() { //diagonal if (motion.x != 0 && motion.y != 0) { sprite.SetDelay(0.1); diagonal = true; } //cardinal else if (motion != 0) { sprite.SetDelay(0.1); diagonal = false; } //not moving else { sprite.SetDelay(0); sprite.SetXIndex(0); diagonal = false; } }