#include "BaseObject.h" #include "Actor/Map/GameMap.h" #include "Actor/Map/GameMapCamera.h" BaseObject::BaseObject() { Init(); // 调用了RenderBase的Init函数 对象才会被执行回调 SetAnchor({0.5f, 0.5f}); } BaseObject::~BaseObject() { } void BaseObject::Update(float deltaTime) { if (_AffCamera != nullptr) { _AffCamera->SyncPos(deltaTime); } Actor::Update(deltaTime); } void BaseObject::SetPosition(VecPos3 pos) { if (pos.y != this->Position.y) { SetRenderZOrder(pos.y); // 设置渲染顺序 } this->Position = pos; SetPos(Vec2{this->Position.x, this->Position.y - this->Position.z}); } VecPos3 BaseObject::GetPosition() { return this->Position; } void BaseObject::SetXpos(int x) { this->Position.x = x; SetPos({this->Position.x, this->Position.y - this->Position.z}); } void BaseObject::SetYpos(int y) { if (y != this->Position.y) { SetRenderZOrder(y); // 设置渲染顺序 } this->Position.y = y; SetPos({this->Position.x, this->Position.y - this->Position.z}); } void BaseObject::SetZpos(int z) { this->Position.z = z; SetPos({this->Position.x, this->Position.y - this->Position.z}); } int BaseObject::GetXpos() { return this->Position.x; } int BaseObject::GetYpos() { return this->Position.y; } int BaseObject::GetZpos() { return this->Position.z; } void BaseObject::MoveBy(VecPos3 pos) { // 只有moveby移动时判断所在地图中是否能够这样移动 VecPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), pos); if (RealPos.y != this->Position.y) { SetRenderZOrder(RealPos.y); // 设置渲染顺序 } if (RealPos != this->Position){ this->Position = RealPos; SetPos({this->Position.x, this->Position.y - this->Position.z}); } } void BaseObject::MoveBy(int x, int y, int z) { // 只有moveby移动时判断所在地图中是否能够这样移动 VecPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), VecPos3({x, y, z})); if (RealPos.y != this->Position.y) { SetRenderZOrder(RealPos.y); // 设置渲染顺序 } if (RealPos != this->Position) { this->Position = RealPos; SetPos({this->Position.x, this->Position.y - this->Position.z}); } } void BaseObject::SetDirection(int dir) { this->Direction = dir; Vec2 sc = GetScale(); // 朝右 if (dir == 0) { SetScale(Vec2({SDL_fabsf(sc.x), sc.y})); } // 朝左 else if (dir == 1) { SetScale(Vec2({-SDL_fabsf(sc.x), sc.y})); } } int BaseObject::GetDirection() { return this->Direction; } ObjectVars &BaseObject::GetObjectVars() { return _ObjectVars; }