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#include "game.h"
int Game::addSprite(Sprite sprite) {
int id = sprites_.size();
sprites_.push_back(std::move(sprite));
spritesByY_.emplace(sprite.loc().y(), id);
return id;
}
void Game::moveSprite(int id, vec2i newLoc) {
Sprite& sprite = sprites_.at(id);
bool changedY = (sprite.loc().y() != newLoc.y());
if (changedY) {
spritesByY_.erase(std::make_tuple(sprite.loc().y(), id));
}
sprite.loc() = newLoc;
if (changedY) {
spritesByY_.emplace(newLoc.y(), id);
}
}
void Game::tick() {
if (!cameraLocked_) {
const Sprite& follow = getSprite(followingSprite_);
vec2i mapBounds = map_->getMapSize() * map_->getTileSize();
cameraPos_ = follow.loc() - (cameraFov_ / 2);
if (cameraPos_.x() < 0) {
cameraPos_.x() = 0;
}
if (cameraPos_.y() < 0) {
cameraPos_.y() = 0;
}
if (cameraPos_.x() + cameraFov_.w() >= mapBounds.w()) {
cameraPos_.x() = mapBounds.w() - cameraFov_.w() - 1;
}
if (cameraPos_.y() + cameraFov_.h() >= mapBounds.h()) {
cameraPos_.y() = mapBounds.h() - cameraFov_.h() - 1;
}
}
}
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