IMapCharacterController.h
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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 */