TileMap::TileMap(const TileSet *new_tileset)
: tileset(new_tileset), solid(false), speed_x(1), speed_y(1), width(0),
- height(0), z_pos(0), x_offset(0), y_offset(0), drawing_effect(NO_EFFECT),
+ height(0), z_pos(0), x_offset(0), y_offset(0), movement(Vector(0,0)), drawing_effect(NO_EFFECT),
alpha(1.0), current_alpha(1.0), remaining_fade_time(0),
draw_target(DrawingContext::NORMAL)
{
TileMap::TileMap(const lisp::Lisp& reader)
: solid(false), speed_x(1), speed_y(1), width(-1),
- height(-1), z_pos(0), x_offset(0), y_offset(0), drawing_effect(NO_EFFECT),
+ height(-1), z_pos(0), x_offset(0), y_offset(0), movement(Vector(0,0)), drawing_effect(NO_EFFECT),
alpha(1.0), current_alpha(1.0), remaining_fade_time(0),
draw_target(DrawingContext::NORMAL)
{
TileMap::TileMap(const TileSet *new_tileset, std::string name, int z_pos,
bool solid, size_t width, size_t height)
: tileset(new_tileset), solid(solid), speed_x(1), speed_y(1), width(0),
- height(0), z_pos(z_pos), x_offset(0), y_offset(0),
+ height(0), z_pos(z_pos), x_offset(0), y_offset(0), movement(Vector(0,0)),
drawing_effect(NO_EFFECT), alpha(1.0), current_alpha(1.0),
remaining_fade_time(0), draw_target(DrawingContext::NORMAL)
{
if ((alpha > 0.75) && (current_alpha > 0.75)) set_solid(true);
}
+ movement = Vector(0,0);
// if we have a path to follow, follow it
if (walker.get()) {
Vector v = walker->advance(elapsed_time);
+ movement = Vector(v.x-get_x_offset(), std::max(0.0f,v.y-get_y_offset()));
set_x_offset(v.x);
set_y_offset(v.y);
}
float trans_x = roundf(context.get_translation().x);
float trans_y = roundf(context.get_translation().y);
- context.set_translation(Vector(trans_x * speed_x, trans_y * speed_y));
+ context.set_translation(Vector(int(trans_x * speed_x),
+ int(trans_y * speed_y)));
/** if we don't round here, we'll have a 1 pixel gap on screen sometimes.
* I have no idea why */