📄 gameobject_moving.cpp
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#include "precomp.h"
#include "gameobject_moving.h"
#include "world.h"
/////////////////////////////////////////////////////////////////////////////
// GameObject_Moving construction:
GameObject_Moving::GameObject_Moving(int x, int y, World *world)
: world(world), x(x), y(y), dest_x(x), dest_y(y), speed(1.0f)
{
}
GameObject_Moving::~GameObject_Moving()
{
}
/////////////////////////////////////////////////////////////////////////////
// GameObject_Moving attributes:
/////////////////////////////////////////////////////////////////////////////
// GameObject_Moving operations:
bool GameObject_Moving::move(float time_elapsed)
{
bool big_move = true;
int bug = 0;
do
{
bug++;
if (bug > 10) break; // something is broken!
big_move = true;
float delta_x = dest_x-x;
if (fabs(delta_x) < time_elapsed*speed)
{
x = dest_x;
}
else if (delta_x>0)
{
x += time_elapsed*speed;
}
else
{
x -= time_elapsed*speed;
}
float delta_y = dest_y-y;
if (fabs(delta_y) < time_elapsed*speed)
{
y = dest_y;
}
else if (delta_y>0)
{
y += time_elapsed*speed;
}
else
{
y -= time_elapsed*speed;
}
if (
fabs(delta_x) < time_elapsed*speed &&
fabs(delta_y) < time_elapsed*speed)
{
if (delta_x < delta_y) time_elapsed -= fabs(delta_y)/speed;
else time_elapsed -= fabs(delta_x)/speed;
big_move = !event_reached_dest();
}
} while (!big_move);
return true;
}
/////////////////////////////////////////////////////////////////////////////
// GameObject_Moving implementation:
bool GameObject_Moving::verify_move(int dx, int dy)
{
if (world->map->get_tile_type(dest_x + dx, dest_y + dy) != Map::tile_wall) return true;
return false;
}
bool GameObject_Moving::do_move(int dx, int dy)
{
if (verify_move(dx,dy) == false) return false;
dest_x += dx;
dest_y += dy;
return true;
}
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