/* 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. */ #ifndef PLAYERCHARACTER_HPP_ #define PLAYERCHARACTER_HPP_ #include "vector2.hpp" #include "sprite_sheet.hpp" class PlayerCharacter { public: enum class Direction { NORTH, SOUTH, EAST, WEST }; PlayerCharacter() = default; ~PlayerCharacter() = default; void Update(double delta); void DrawTo(SDL_Surface* const dest) { sprite.DrawTo(dest, position.x, position.y); } //clunky code results in smooth movement and controls void AdjustDirection(Direction); void FaceDirection(Direction); void ResetDirection(); void ResetSpeed(); //accessors and mutators Vector2 SetPosition(Vector2 v) { return position = v; } Vector2 ShiftPosition(Vector2 v) { return position += v; } Vector2 GetPosition() { return position; } Vector2 SetMotion(Vector2 v) { return motion = v; } Vector2 ShiftMotion(Vector2 v) { return motion += v; } Vector2 GetMotion() { return motion; } SpriteSheet* GetSprite() { return &sprite; } private: Vector2 position; Vector2 motion; SpriteSheet sprite; //for moving diagonally bool diagonal = false; }; #endif