/* 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" void PlayerCharacter::Update(double delta) { if (limitSpeed) { constexpr double d = 1.0/sqrt(2); position += motion * delta * d; } else { position += motion * delta; } sprite.Update(delta); } void PlayerCharacter::MoveDirection(CardinalDirection cd) { //shift the movement in this direction switch(cd) { case CardinalDirection::NORTH: if (motion.y >= 0) { motion.y -= WALKING_SPEED; } break; case CardinalDirection::SOUTH: if (motion.y <= 0) { motion.y += WALKING_SPEED; } break; case CardinalDirection::WEST: if (motion.x >= 0) { motion.x -= WALKING_SPEED; } break; case CardinalDirection::EAST: if (motion.x <= 0) { motion.x += WALKING_SPEED; } break; } //face the correct direction FaceDirection(); } void PlayerCharacter::FaceDirection(CardinalDirection cd) { switch(cd) { case CardinalDirection::NORTH: sprite.SetCurrentStrip(1); break; case CardinalDirection::SOUTH: sprite.SetCurrentStrip(0); break; case CardinalDirection::WEST: sprite.SetCurrentStrip(2); break; case CardinalDirection::EAST: sprite.SetCurrentStrip(3); break; } } void PlayerCharacter::FaceDirection() { //base the direction on the character's movement if (motion.y < 0) { FaceDirection(CardinalDirection::NORTH); } if (motion.y > 0) { FaceDirection(CardinalDirection::SOUTH); } if (motion.x < 0) { FaceDirection(CardinalDirection::WEST); } if (motion.x > 0) { FaceDirection(CardinalDirection::EAST); } CheckSpeed(); } void PlayerCharacter::CheckSpeed() { //diagonal if (motion.x != 0 && motion.y != 0) { sprite.SetInterval(0.1); limitSpeed = true; } //cardinal else if (motion != 0) { sprite.SetInterval(0.1); limitSpeed = false; } //not moving else { sprite.SetInterval(0); sprite.SetCurrentFrame(0); limitSpeed = false; } }