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Object.cpp
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283 lines (226 loc) · 6.61 KB
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// game engine includes
#include "WorldManager.h"
#include "LogManager.h"
#include "Object.h"
// constructor, set default values
df::Object::Object(){
// set defaults
static int identifier = 0;
id = identifier;
pos = df::Position();
identifier++;
type = "Object";
altitude = 2;
x_velocity = 0;
y_velocity = 0;
x_velocity_countdown = 1;
y_velocity_countdown = 1;
solidness = df::HARD;
p_sprite = NULL;
sprite_center = true;
sprite_index = 0;
sprite_slowdown = 1;
sprite_slowdown_count = 0;
box = df::Box();
// write to log that object was created
df::LogManager::getInstance().writeLog("Object::Object created type: %s, id: %d\n", type.c_str(), id);
// Add self to game world.
df::WorldManager::getInstance().insertObject(this);
}
// destructor, remove object from world and write to log about deletion
df::Object::~Object(){
// Remove self from game world.
df::WorldManager::getInstance().removeObject(this);
df::LogManager::getInstance().writeLog("Object::Object removed type: %s, id: %d\n", type.c_str(), id);
}
// Set object id.
void df::Object::setId(int new_id){
id = new_id;
}
// Get object id.
int df::Object::getId() const{
return id;
}
// Set type identifier of object.
void df::Object::setType(string new_type){
type = new_type;
}
// Get type identifier of object.
string df::Object::getType() const{
return type;
}
// Set Position of object.
void df::Object::setPosition(df::Position new_pos){
pos = new_pos;
}
// Get Position of object.
df::Position df::Object::getPosition() const{
return pos;
}
// Handle event (default is to ignore everything).
// Return 0 if ignored, else 1 if handled.
int df::Object::eventHandler(Event *p_e){
return 0;
}
// Set object altitude.
// Checks for in range [0, MAX_ALTITUDE].
// Return 0 if ok, else -1.
int df::Object::setAltitude(int new_altitude){
df::LogManager::getInstance().writeLog("alt %d\n", new_altitude);
if (new_altitude <= df::MAX_ALTITUDE && new_altitude >= 0){
altitude = new_altitude;
return 0;
}
return -1;
}
// Return object altitude.
int df::Object::getAltitude() const{
return altitude;
}
// Get and set velocity (x,y).
void df::Object::setXVelocity(float new_x_velocity){
x_velocity = new_x_velocity;
x_velocity_countdown = 1;
}
float df::Object::getXVelocity() const{
return x_velocity;
}
void df::Object::setYVelocity(float new_y_velocity){
y_velocity = new_y_velocity;
y_velocity_countdown = 1;
}
float df::Object::getYVelocity() const{
return y_velocity;
}
// Perform 1 step of velocity in horizontal direction.
// Return horizontal distance moved this step.
int df::Object::getXVelocityStep(){
// See if object has velocity.
if (x_velocity == 0)
return 0; // No velocity so no move.
// See if moving this step.
x_velocity_countdown -= fabs(x_velocity);
if (x_velocity_countdown > 0)
return 0; // Not time to move.
// Moving this step, so figure out how far.
int spaces = floor(1 - x_velocity_countdown);
x_velocity_countdown = 1 + fmod(x_velocity_countdown, 1);
// Return number of spaces to move.
if (x_velocity > 0)
return spaces;
else
return (-1) * spaces;
}
// Perform 1 step of velocity in vertical direction.
// Return vertical distance moved this step.
int df::Object::getYVelocityStep(){
// See if object has velocity.
if (y_velocity == 0)
return 0; // No velocity so no move.
// See if moving this step.
y_velocity_countdown -= fabs(y_velocity);
if (y_velocity_countdown > 0)
return 0; // Not time to move.
// Moving this step, so figure out how far.
int spaces = floor(1 - y_velocity_countdown);
y_velocity_countdown = 1 + fmod(y_velocity_countdown, 1);
// Return number of spaces to move.
if (y_velocity > 0)
return spaces;
else
return (-1) * spaces;
}
// True if HARD or SOFT, else false.
bool df::Object::isSolid(){
if (getSolidness() == df::SPECTRAL)
return false;
return true;
}
// Set object solidness, with checks for consistency.
// Return 0 if ok, else -1.
int df::Object::setSolidness(df::Solidness new_solid){
if (new_solid >= df::HARD && new_solid <= df::SPECTRAL){
solidness = new_solid;
return 0;
}
return -1;
}
// Return object solidness.
df::Solidness df::Object::getSolidness() const{
return solidness;
}
// Set object Sprite to new one.
// If set_box is true, set bounding box to size of Sprite.
void df::Object::setSprite(Sprite *p_new_sprite, bool set_box){
p_sprite = p_new_sprite;
box.setHorizontal(p_new_sprite->getWidth());
box.setVertical(p_new_sprite->getHeight());
}
// Return pointer to Sprite associated with this object.
df::Sprite *df::Object::getSprite() const{
return p_sprite;
}
// Set Sprite to be centered at object Position (pos).
void df::Object::setCentered(bool centered){
sprite_center = centered;
}
// Indicates if sprite is centered at object Position (pos).
bool df::Object::isCentered() const{
return sprite_center;
}
// Set index of current Sprite frame to be displayed.
void df::Object::setSpriteIndex(int new_sprite_index){
sprite_index = new_sprite_index;
}
// Return index of current Sprite frame to be displayed.
int df::Object::getSpriteIndex() const{
return sprite_index;
}
// Slows down sprite animations.
// Sprite slowdown is in multiples of GameManager frame time.
void df::Object::setSpriteSlowdown(int new_sprite_slowdown){
sprite_slowdown = new_sprite_slowdown;
}
int df::Object::getSpriteSlowdown() const{
return sprite_slowdown;
}
void df::Object::setSpriteSlowdownCount(int new_sprite_slowdown_count){
sprite_slowdown_count = new_sprite_slowdown_count;
}
int df::Object::getSpriteSlowdownCount() const{
return sprite_slowdown_count;
}
// Draw single sprite frame.
// Drawing accounts for: centering, slowdown, advancing Sprite Frame.
void df::Object::draw(){
// If sprite not defined, don’t continue further.
if (p_sprite == NULL)
return;
int index = getSpriteIndex();
// Ask graphics manager to draw current frame.
df::GraphicsManager::getInstance().drawFrame(pos, p_sprite->getFrame(index), sprite_center, p_sprite->getColor());
// If slowdown is 0, then animation is frozen.
if (getSpriteSlowdown() == 0)
return;
// Increment counter.
int count = getSpriteSlowdownCount();
count++;
// Advance sprite index, if appropriate.
if (count >= getSpriteSlowdown()){
count = 0; // Reset counter.
index++; // Advance frame.
// If at last frame, loop to beginning.
if (index >= p_sprite->getFrameCount())
index = 0;
setSpriteIndex(index); // Set index for next draw().
}
setSpriteSlowdownCount(count); // Set counter for next draw().
}
// Set object's bounding box.
void df::Object::setBox(df::Box new_box){
box = new_box;
}
// Get object's bounding box.
df::Box df::Object::getBox() const{
return box;
}