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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-02-12 16:39:49 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-02-12 16:39:49 -0500
commit5cc80ec58ea5bd66456f6f5286fa5f26d3fe702b (patch)
tree283cef0e95f237e70892e8b90c841f971cb61fd9 /src/systems/controlling.h
parent77be863f4f15d2481a64e4e8dadb4060a6e4e590 (diff)
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Abstracted behavior related to "orientable" entities
A lot of the stuff that ControllingSystem did to control the player character was moved into the new OrientingSystem. This is so that the player, or any player-like entities, can also be controlled by AI, with the underlying behavior being delegated in the same way as if the player were being controlled by the user.

Fixed the issue where, if the player were blocked while moving horizontally, they would remain blocked even if vertical movement were to remove the collision.

Fixed cases of the player animating incorrectly after performing certain movements.
Diffstat (limited to 'src/systems/controlling.h')
-rw-r--r--src/systems/controlling.h8
1 files changed, 0 insertions, 8 deletions
diff --git a/src/systems/controlling.h b/src/systems/controlling.h index 1f1e8a0..01ed7a0 100644 --- a/src/systems/controlling.h +++ b/src/systems/controlling.h
@@ -3,7 +3,6 @@
3 3
4#include "system.h" 4#include "system.h"
5#include <queue> 5#include <queue>
6#include "entity_manager.h"
7 6
8class ControllingSystem : public System { 7class ControllingSystem : public System {
9public: 8public:
@@ -17,13 +16,6 @@ public:
17 16
18private: 17private:
19 18
20 void walkLeft(id_type entity);
21 void walkRight(id_type entity);
22 void stopWalking(id_type entity);
23 void jump(id_type entity);
24 void stopJumping(id_type entity);
25 void drop(id_type entity, bool start);
26
27 std::queue<std::pair<int,int>> actions_; 19 std::queue<std::pair<int,int>> actions_;
28}; 20};
29 21