Urho3D/Source/Samples/Utilities2D/Mover.h
2020-01-05 06:21:40 +00:00

65 lines
2.4 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include <Urho3D/Scene/LogicComponent.h>
// All Urho3D classes reside in namespace Urho3D
using namespace Urho3D;
/// Mover logic component
/// - Handles entity (enemy, platform...) translation along a path (set of Vector2 points)
/// - Supports looping paths and animation flip
/// - Default speed is 0.8 if 'Speed' property is not set in the tmx file objects
class Mover : public LogicComponent
{
URHO3D_OBJECT(Mover, LogicComponent);
public:
/// Construct.
explicit Mover(Context* context);
/// Register object factory and attributes.
static void RegisterObject(Context* context);
/// Handle scene update. Called by LogicComponent base class.
void Update(float timeStep) override;
/// Return path attribute.
PODVector<unsigned char> GetPathAttr() const;
/// Set path attribute.
void SetPathAttr(const PODVector<unsigned char>& value);
/// Path.
PODVector<Vector2> path_;
/// Movement speed.
float speed_;
/// ID of the current path point.
int currentPathID_;
/// Timer for particle emitter duration.
float emitTime_;
/// Timer used for handling "attack" animation.
float fightTimer_;
/// Flip animation based on direction, or player position when fighting.
float flip_;
};