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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;
}
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;
}
}
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);
}
}
}
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