MapAdventureObjectRotatingEnd.h
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//
// MapAdventureObjectRotatingEnd.h
// WattsenglishFoodApp
//
// Created by Katarzyna Kalinowska-Górska on 21/03/2020.
//
#ifndef MapAdventureObjectRotatingEnd_h
#define MapAdventureObjectRotatingEnd_h
#include "IMapAdventureObject.h"
#include "AniMapUtils.h"
#include "AniJSONParseUtilsMap.h"
class MapAdventureObjectRotatingEnd : public IMapAdventureObject {
public:
// init
MapAdventureObjectRotatingEnd(const rapidjson::Value& p_mapObjectData, IMapImageObject* p_mapImageObject, IMapImageObject* p_hintMapImageObject);
// virtuals
virtual std::vector<AniMapUtils::TileData> getEntryTiles() const override;
virtual std::vector<AniMapUtils::TileData> getOccupiedTiles() const override;
// other getters
inline bool isReady(){ return m_isReady; }
virtual std::vector<AniMapUtils::TileData> getBlockedTiles() const override { return m_isReady ? std::vector<AniMapUtils::TileData>() : m_tempBlockedTiles; };
// actions
// this function rotates the map image object in such a way that grabbed point of the sprite lands on the touch point
// when the rotation value reaches m_readyRotation+-eps, the object sets m_isReady to true and cannot be rotated any more
virtual void rotate(/*cocos2d::Point p_grabbedPoint,*/ cocos2d::Point p_touchPointOnMap);
virtual float evalNewRotation(cocos2d::Point p_touchPointOnMap); // calculate the rotation to which the object would rotate if rotate() was called with the same argument
// virtual float evalDeltaRotation(cocos2d::Point p_touchPointOnMap); // calculate the delta rotation by which the object would rotate if rotate() was called with the same argument
virtual bool evalReady(cocos2d::Point p_touchPointOnMap); // calculate whether the object would become ready if rotate() was called with the same argument
bool evalReady(float p_newRotationDegrees);
virtual void resetRotation();
virtual void startBlinking();
virtual void stopBlinking();
virtual inline IMapImageObject* getMapImageObject(){ return m_mapImageObjects.begin()->second; }
virtual inline IMapImageObject* getHintMapImageObject(){ return m_hintMapImageObject; }
virtual void reset() override;
protected:
// props
bool m_wasAlwaysReady { false};
bool m_isReady { false };
bool m_mergesWithMapWhenReady {false};
cocos2d::Point m_rotationPivotPoint;
float m_originalRotation;
float m_readyRotationDegrees;
bool m_onlyAllowRightDirection {true};
std::vector<AniMapUtils::TileData> m_entryTilesLying; // the tiles where the player stands at the beginning - near the lying ladder
std::vector<AniMapUtils::TileData> m_entryTilesReady; // the tiles where the player stands at the beginning when the ladder is ready. both sides.
std::vector<AniMapUtils::TileData> m_occupiedTilesLying; // all the tiles that we can press to approach and start interacting with the ladder when it's still lying
std::vector<AniMapUtils::TileData> m_occupiedTilesReady; // all the tiles that we can press to approach and start interacting with the ladder when it's already up
std::vector<AniMapUtils::TileData> m_tempBlockedTiles; // tiles that are blocked in !m_isReady state
std::string m_originalPictureFilePath {""};
std::string m_blinkPictureFilePath {""};
virtual void performOnRotationComplete() = 0;
IMapImageObject* m_hintMapImageObject {nullptr};
virtual float ensureValidRotation(float rotation, float prevRotation);
};
#endif /* MapAdventureObjectRotatingEnd_h */