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ios/Runner/Wowgame/Classes/game_animal/IMapCharacterController.h 4.03 KB
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
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  //
  //  IMapCharacterController.h
  //  WattsenglishFoodApp
  //
  //  Created by Katarzyna Kalinowska-Górska on 22/03/2020.
  //
  
  #ifndef IMapCharacterController_h
  #define IMapCharacterController_h
  
  #include "IMapAdventureObject.h"
  #include "IMapController.h"
  #include "IMapImageObject.h"
  #include "IMapControlInterface.h"
  
  class IMapCharacter;
  
  class IMapCharacterController : public IMapControlInterface {
      
  public:
      
      void attachToCharacter(IMapCharacter* p_mapCharacter);
      void detachFromCharacter();
      
      inline IMapCharacter* getCharacter() { return m_mapCharacter; }
      virtual void disableCharacter();
      virtual void enableCharacter();
      inline bool isCharacterDisabled() { return m_characterDisabled; }
      virtual void disableCharacterMovement();
      virtual void enableCharacterMovement();
      
      inline void setMapController(IMapController* p_mapController){m_mapController = p_mapController; }
      
      virtual void moveCharacterToTile(AniMapUtils::TileData toTile, std::function<void()> callback);
      virtual void moveCharacterByOneTile(int p_toCol, int p_toRow);
      virtual void stopMovingCharacter();
      virtual void setDefaultCharacterPosture();
      AniMapUtils::TileData getCurrentCharacterTile();
      
      //note: here we might want to add a function deciding about the priority/order of handling adv objects
      virtual void interactWithAdventureObject(IMapAdventureObject* p_advObject) = 0;
      virtual void approachAdventureObject(IMapAdventureObject* p_advObject, AniMapUtils::TileData tile);
      virtual void adjustCharacterDepth();
      
      
      
      // reveals tiles around the character
      void instantTilesReveal(bool allTheWayUp = false);
      
      // if multiple adventure objects are pressed, provide an algorithm to choose which has the priority
      virtual IMapAdventureObject* pickAdventureObject(std::vector<IMapAdventureObject*> p_advObjects){
          if(p_advObjects.size() > 0){
              return p_advObjects[0];
          }
          return nullptr;
      }
      
      virtual void interactWithAdventureObjects(std::vector<IMapAdventureObject*> p_advObjects){
          for(auto advObject : p_advObjects){
              interactWithAdventureObject(advObject);
          }
      }
      
      virtual void interactWithAdventureObjects();
      
      virtual ~IMapCharacterController();
      
      //TODO maybe create a MapLifecycleInterface?
      virtual void onEnter();
      virtual void update(float dt);
      
  protected:
      // basic stuff
      IMapCharacter* m_mapCharacter;
      IMapController* m_mapController;
      
      bool m_characterDisabled {false};
      bool m_characterMovementDisabled {false};
      
      cocos2d::Vec2 m_tileRevealRange {800, 600};
      
      // move-related stuff
      float m_currentCharacterSpeedMultiplier { 1.0f };
      std::vector<AniMapUtils::TileData> m_currentlyScheduledPath { };
      cocos2d::Point m_currentMoveDestination { -1, -1 };
      AniMapUtils::TileData m_moveDestinationTile { -1, -1 } ;
      int m_moveDestinationTileIndexOnPath { -1 };
      std::function<void()> m_currentOnDestinationTileReachedCallback;
      int m_tilePathAddCounter { 0 };
      //TODO move all this to the default/basic subclass
      cocos2d::Point m_currentScreenTouchPoint {-1, -1};
      long long _singleTouchDetectedTime {-1};
      bool _singleTouchMoveLock {false};
      long long m_lastUserActivityTime {-1};
      IMapAdventureObject* m_approachedAdventureObject {nullptr};
      
      AniMapUtils::TileData currentDestination(){ return *(m_currentlyScheduledPath.end()-1); }
      virtual void moveCharacterStartOnPath(std::vector<AniMapUtils::TileData> p_path);
      virtual void moveCharacterToTouchedTile(const cocos2d::Point& touchLocation, const cocos2d::Point& mapPosition);
      virtual void updateLastUserActivityTime();
      
      // update phases
      virtual void updatePhaseMoveCharacter(float p_dt, bool& doneMovingHorizontally, bool& doneMovingVertically);
      virtual void updatePhaseCheckCharacterStopped(float p_dt);
      
      virtual void onTileChange(const AniMapUtils::TileData& previousTile, const AniMapUtils::TileData& newTile) = 0;
  };
  
  #endif /* IMapCharacterController_h */