65 lines
2.4 KiB
C++
65 lines
2.4 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include <Urho3D/Scene/LogicComponent.h>
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// All Urho3D classes reside in namespace Urho3D
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using namespace Urho3D;
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/// Mover logic component
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/// - Handles entity (enemy, platform...) translation along a path (set of Vector2 points)
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/// - Supports looping paths and animation flip
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/// - Default speed is 0.8 if 'Speed' property is not set in the tmx file objects
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class Mover : public LogicComponent
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{
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URHO3D_OBJECT(Mover, LogicComponent);
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public:
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/// Construct.
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explicit Mover(Context* context);
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/// Register object factory and attributes.
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static void RegisterObject(Context* context);
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/// Handle scene update. Called by LogicComponent base class.
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void Update(float timeStep) override;
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/// Return path attribute.
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PODVector<unsigned char> GetPathAttr() const;
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/// Set path attribute.
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void SetPathAttr(const PODVector<unsigned char>& value);
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/// Path.
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PODVector<Vector2> path_;
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/// Movement speed.
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float speed_;
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/// ID of the current path point.
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int currentPathID_;
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/// Timer for particle emitter duration.
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float emitTime_;
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/// Timer used for handling "attack" animation.
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float fightTimer_;
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/// Flip animation based on direction, or player position when fighting.
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float flip_;
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};
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