Files
DNF_DEV/source_game/Actor/Object/BaseObject.cpp

130 lines
2.7 KiB
C++

#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;
}