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#include "common.hpp"
namespace game {
class unit_t : public world::entity_t {
world::world_t *world;
v2f_t x;
void compute_bounds()
{
bounds[0] = x + size[0];
bounds[1] = x + size[1];
render_bounds[0] = x + render_size[0];
render_bounds[1] = x + render_size[1];
}
public:
rectf_t size, render_size;
struct {
bool moving;
std::list<v2f_t> path;
v2f_t dst;
} move;
void place(world::world_t *world_, v2f_t x_)
{
world = world_;
x = x_;
move.moving = false;
unlink();
compute_bounds();
link(world);
}
void keep_moving(void)
{
if (!move.moving)
return;
}
bool start_moving(v2f_t dst_)
{
if (!world) {
printf("unit_t::start_moving: entity is not linked\n");
return false;
}
move.dst = dst_;
move.path.clear();
if (world->find_path(x, move.dst, size, &move.path))
move.moving = true;
else
move.moving = false;
return move.moving;
}
};
class human_t : public unit_t {
public:
void render_to(render::state_t *render)
{
float angle = 0;
render->render((move.moving ? &assets::human.legs_walking :
&assets::human.legs_idle), render_bounds, angle);
render->render(&assets::human.body_idle, render_bounds, angle);
render->render(&assets::human.head_idle, render_bounds, angle);
}
};
static human_t human;
void state_t::start(void)
{
human.size[0] = v2f_t(-0.4f, -0.4f);
human.size[1] = v2f_t(+0.4f, +0.4f);
human.render_size[0] = v2f_t(-0.5f, -1.0f);
human.render_size[1] = v2f_t(+0.5f, +0.5f);
human.place(&world, v2f_t(0.5f, 0.5f));
}
void state_t::debug_click(v2f_t x)
{
human.start_moving(x);
}
void state_t::tick(void)
{
}
} //namespace game
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