fb6fba9564
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.
67 lines
1.7 KiB
C++
67 lines
1.7 KiB
C++
/* Copyright: (c) Kayne Ruse 2014
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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 "character_data.hpp"
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void CharacterData::Update(double delta) {
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if (motion.x && motion.y) {
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origin += motion * delta * CHARACTER_WALKING_MOD;
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}
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else if (motion != 0) {
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origin += motion * delta;
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}
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#ifdef GRAPHICS
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sprite.Update(delta);
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#endif
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}
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#ifdef GRAPHICS
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void CharacterData::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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sprite.DrawTo(dest, origin.x - camX, origin.y - camY);
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}
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void CharacterData::CorrectSprite() {
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//NOTE: These must correspond to the sprite sheet in use
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if (motion.y > 0) {
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sprite.SetYIndex(0);
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}
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else if (motion.y < 0) {
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sprite.SetYIndex(1);
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}
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else if (motion.x > 0) {
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sprite.SetYIndex(3);
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}
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else if (motion.x < 0) {
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sprite.SetYIndex(2);
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}
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//animation
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if (motion != 0) {
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sprite.SetDelay(0.1);
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}
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else {
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sprite.SetDelay(0);
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sprite.SetXIndex(0);
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}
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}
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#endif |