Files
DNF_DEV/source_game/Actor/Object/BaseObject.cpp
2026-02-08 16:20:50 +08:00

132 lines
2.8 KiB
C++

#include "BaseObject.h"
#include "Actor/Map/GameMap.h"
BaseObject::BaseObject()
{
// 对象要使用中心锚点
SetAnchor({0.5f, 0.5f});
}
BaseObject::~BaseObject()
{
}
void BaseObject::SetPosition(VecFPos3 pos)
{
if(pos == this->Position)
return;
if (pos.y != this->Position.y)
{
SetZOrder(pos.y); // 设置渲染顺序
}
this->Position = pos;
Actor::SetPosition(this->Position.x, this->Position.y - this->Position.z);
}
VecFPos3 BaseObject::GetPosition()
{
return this->Position;
}
void BaseObject::SetXpos(int x)
{
if (x == this->Position.x)
return;
this->Position.x = x;
Actor::SetPosition(this->Position.x, this->Position.y - this->Position.z);
}
void BaseObject::SetYpos(int y)
{
if (y == this->Position.y)
return;
if (y != this->Position.y)
{
SetZOrder(y); // 设置渲染顺序
}
this->Position.y = y;
Actor::SetPosition(this->Position.x, this->Position.y - this->Position.z);
}
void BaseObject::SetZpos(int z)
{
if (z == this->Position.z)
return;
this->Position.z = z;
Actor::SetPosition(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(VecFPos3 pos)
{
// 只有moveby移动时判断所在地图中是否能够这样移动
VecFPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), pos);
if (RealPos == this->Position)
return;
if (RealPos.y != this->Position.y)
{
SetZOrder(RealPos.y); // 设置渲染顺序
}
if (RealPos != this->Position){
this->Position = RealPos;
Actor::SetPosition({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
VecFPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), VecFPos3({x, y, z}));
if (RealPos == this->Position)
return;
if (RealPos.y != this->Position.y)
{
SetZOrder(RealPos.y); // 设置渲染顺序
}
if (RealPos != this->Position)
{
this->Position = RealPos;
Actor::SetPosition({this->Position.x, this->Position.y - this->Position.z});
}
}
void BaseObject::SetDirection(int dir)
{
this->Direction = dir;
glm::vec2 sc = GetScale();
// 朝右
if (dir == 0)
{
SetScale(SDL_fabsf(sc.x), sc.y);
}
// 朝左
else if (dir == 1)
{
SetScale(-SDL_fabsf(sc.x), sc.y);
}
}
int BaseObject::GetDirection()
{
return this->Direction;
}
ObjectVars &BaseObject::GetObjectVars()
{
return _ObjectVars;
}