b47191a0c1
Coordinates are supposed to be stored by their x & y, but the sizes of the tile sheets were getting mixed in as well. When trying to store a region at (0, 20), it was being stored at (0, 260). Another visual bug inside the tile sheet's rendering function masked this issue until now. Another thing to note is that I've removed an incredibly complex system for updating the client's map. The new system may seem complex at first, but it is straight forward compared to what it replaced. I've also fixed a few logarithmic lagging points in the code.
68 lines
2.0 KiB
C++
68 lines
2.0 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
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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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#ifndef PLAYERCHARACTER_HPP_
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#define PLAYERCHARACTER_HPP_
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#include "vector2.hpp"
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#include "sprite_sheet.hpp"
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//TODO: correct the PlayerCharacter class and it's movement system
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class PlayerCharacter {
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public:
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enum class Direction {
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NORTH, SOUTH, EAST, WEST
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};
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PlayerCharacter() = default;
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~PlayerCharacter() = default;
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void Update(double delta);
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void DrawTo(SDL_Surface* const dest, int camX, int camY) { sprite.DrawTo(dest, position.x - camX, position.y - camY); }
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//clunky code results in smooth movement and controls
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void AdjustDirection(Direction);
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void FaceDirection(Direction);
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void ResetDirection();
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void ResetSpeed();
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//accessors and mutators
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Vector2 SetPosition(Vector2 v) { return position = v; }
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Vector2 ShiftPosition(Vector2 v) { return position += v; }
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Vector2 GetPosition() { return position; }
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Vector2 SetMotion(Vector2 v) { return motion = v; }
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Vector2 ShiftMotion(Vector2 v) { return motion += v; }
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Vector2 GetMotion() { return motion; }
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SpriteSheet* GetSprite() { return &sprite; }
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private:
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Vector2 position;
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Vector2 motion;
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SpriteSheet sprite;
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//for moving diagonally
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bool diagonal = false;
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};
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#endif
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