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path: root/src/party.cpp
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#include "party.h"
#include "consts.h"

void Party::addMember(Game& game, int spriteId) {
  int index = members_.size();

  PartyMember newMember;
  newMember.spriteId = spriteId;

  if (index > 0) {
    const Sprite& sprite = game.getSprite(spriteId);

    for (int i = 0; i < PARTY_FRAME_DELAY * index; i++) {
      newMember.nextPosition.push_back(sprite.loc());
      newMember.nextDirection.push_back(sprite.getDirection());
    }
  }

  members_.push_back(std::move(newMember));
}

void Party::move(Game& game, const Input& keystate) {
  if (members_.empty()) {
    return;
  }

  const Sprite& p1 = game.getSprite(members_[0].spriteId);
  vec2i pLoc = p1.loc();
  Direction dir = Direction::left;

  if (keystate.up)
  {
    pLoc.y() -= MOVEMENT_SPEED;
    dir = Direction::up;
  } else if (keystate.down)
  {
    pLoc.y() += MOVEMENT_SPEED;
    dir = Direction::down;
  }

  if (keystate.left)
  {
    pLoc.x() -= MOVEMENT_SPEED;

    if (dir == Direction::up) {
      dir = Direction::up_left;
    } else if (dir == Direction::down) {
      dir = Direction::down_left;
    } else {
      dir = Direction::left;
    }
  } else if (keystate.right)
  {
    pLoc.x() += MOVEMENT_SPEED;

    if (dir == Direction::up) {
      dir = Direction::up_right;
    } else if (dir == Direction::down) {
      dir = Direction::down_right;
    } else {
      dir = Direction::right;
    }
  }

  if (keystate.up || keystate.down || keystate.left || keystate.right) {
    for (int i = 0; i < members_.size(); i++) {
      game.setSpriteWalking(members_[i].spriteId, true);
    }

    game.moveSprite(members_[0].spriteId, pLoc);
    game.setSpriteDirection(members_[0].spriteId, dir);

    for (int i = 1; i < members_.size(); i++) {
      const Sprite& pNext = game.getSprite(members_[i].spriteId);
      members_[i].nextPosition.push_back(pLoc);
      game.moveSprite(members_[i].spriteId, members_[i].nextPosition.front());
      members_[i].nextPosition.pop_front();

      members_[i].nextDirection.push_back(dir);
      game.setSpriteDirection(members_[i].spriteId, members_[i].nextDirection.front());
      members_[i].nextDirection.pop_front();
    }
  } else {
    for (int i = 0; i < members_.size(); i++) {
      game.setSpriteWalking(members_[i].spriteId, false);
    }
  }
}