File: gameplayer.pas

package info (click to toggle)
castle-game-engine 6.4%2Bdfsg1-2
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 194,520 kB
  • sloc: pascal: 364,585; ansic: 8,606; java: 2,851; objc: 2,601; cpp: 1,412; xml: 851; makefile: 725; sh: 563; php: 26
file content (197 lines) | stat: -rw-r--r-- 5,270 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
{
  Copyright 2011-2017 Michalis Kamburelis.

  This file is part of "Castle Game Engine".

  "Castle Game Engine" is free software; see the file COPYING.txt,
  included in this distribution, for details about the copyright.

  "Castle Game Engine" is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

  ----------------------------------------------------------------------------
}

{ Player (TPlayer). }
unit GamePlayer;

interface

uses SysUtils, CastleImages, CastleGLUtils, CastleGLImages;

type
  TDirection = (
    dirNorth,
    dirEast,
    dirSouth,
    dirWest,
    dirNorthEast,
    dirSouthEast,
    dirSouthWest,
    dirNorthWest);

  TPlayer = class
  private
    MoveDistance: Single;
    MoveStartTime: Single;
    NewX, NewY: Cardinal;
    NewXPixel, NewYPixel: Integer;
    FX, FY: Cardinal;
    FXPixel: Integer;
    FYPixel: Integer;
    FDirection: TDirection;
  public
    { If Moving then he moves from (X, Y) position to (NewX, NewY).
      MovingSmallMoveX, MovingSmallMoveX is the exact pixel displacement
      of the player sprite then. }
    Moving: boolean;
    MovingSmallMoveX, MovingSmallMoveY: Single;

    GLImage: array [TDirection] of TGLImage;

    constructor Create;
    destructor Destroy; override;

    property X: Cardinal read FX;
    property Y: Cardinal read FY;
    { These are calculated by CalculatePixelPosition. }
    property XPixel: Integer read FXPixel;
    property YPixel: Integer read FYPixel;

    property Direction: TDirection read FDirection;

    procedure Teleport(ANewX, ANewY: Cardinal; NewDirection: TDirection);
    { Calculate XPixel, YPixel once the Window sizes are known. }
    procedure CalculatePixelPosition;
    { Note that ChangeX, ChangeY may point to invalid coords --- we will
      correct (clamp) them as needed. }
    procedure Move(ChangeX, ChangeY: Integer; NewDirection: TDirection); overload;
    procedure Move(NewDirection: TDirection); overload;

    procedure Update;
  end;

implementation

uses CastleFilesUtils, CastleUtils,
  GameWindow;

constructor TPlayer.Create;
const
  MoveShortcutNames: array [TDirection] of string = (
    'N',
    'E',
    'S',
    'W',
    'NE',
    'SE',
    'SW',
    'NW');
var
  Dir: TDirection;
begin
  inherited Create;

  for Dir := Low(Dir) to High(Dir) do
  begin
    GLImage[Dir] := TGLImage.Create(ApplicationData(
      'tiles/woldforge/sprites/creatures/observer/observer_float_' +
      MoveShortcutNames[Dir] + '_1_hh.png'));
  end;
end;

destructor TPlayer.Destroy;
var
  Dir: TDirection;
begin
  for Dir := Low(Dir) to High(Dir) do
    FreeAndNil(GLImage[Dir]);
  inherited;
end;

procedure TPlayer.Teleport(ANewX, ANewY: Cardinal; NewDirection: TDirection);
begin
  FX := ANewX;
  FY := ANewy;
  FDirection := NewDirection;
end;

procedure TPlayer.CalculatePixelPosition;
begin
  ViewMoveToCenterPosition(X, Y, FXPixel, FYPixel);
end;

procedure TPlayer.Move(ChangeX, ChangeY: Integer; NewDirection: TDirection);
var
  ANewX, ANewY: Cardinal;
begin
  ANewX := Clamped(Integer(X) + ChangeX, 0, Map.Width - 1);
  ANewY := Clamped(Integer(Y) + ChangeY, 0, Map.Height - 1);
  if not Moving then
  begin
    { Change Direction even if no move will be done --- this is a nice effect
      visually when standing on the edge of the map and trying to move beside
      the edge. }
    FDirection := NewDirection;
    if ((X <> ANewX) or
        (Y <> ANewY)) then
    begin
      Moving := true;
      NewX := ANewX;
      NewY := ANewY;
      ViewMoveToCenterPosition(NewX, NewY, NewXPixel, NewYPixel);
      MoveStartTime := GameTime;
      MovingSmallMoveX := 0;
      MovingSmallMoveY := 0;
      MoveDistance := Sqrt(Sqr(XPixel - NewXPixel) +
                           Sqr(YPixel - NewYPixel));

    end;
  end;
end;

procedure TPlayer.Move(NewDirection: TDirection);
begin
  case NewDirection of
    dirNorth: Move(0,  2, NewDirection);
    dirEast : Move( 1, 0, NewDirection);
    dirSouth: Move(0, -2, NewDirection);
    dirWest : Move(-1, 0, NewDirection);
    dirNorthEast: begin if     Odd(Y) then Move(+1,  1, NewDirection) else Move(0,  1, NewDirection) end;
    dirSouthEast: begin if     Odd(Y) then Move(+1, -1, NewDirection) else Move(0, -1, NewDirection) end;
    dirSouthWest: begin if not Odd(Y) then Move(-1, -1, NewDirection) else Move(0, -1, NewDirection) end;
    dirNorthWest: begin if not Odd(Y) then Move(-1,  1, NewDirection) else Move(0,  1, NewDirection) end;
  end;
end;

procedure TPlayer.Update;
var
  Distance: Single;
const
  PlayerMoveSpeed = 300.0;
begin
  if Moving then
  begin
    Distance := (GameTime - MoveStartTime) * PlayerMoveSpeed;
    if Distance > MoveDistance then
    begin
      FX := NewX;
      FY := NewY;
      FXPixel := NewXPixel;
      FYPixel := NewYPixel;
      Moving := false;
    end else
    begin
      MovingSmallMoveX := MapRange(Distance, 0, MoveDistance,
        { It's XPixel - NewXPixel, not
               NewXPixel - XPixel, because
          our MovingSmallMoveX work in reverse fashion. }
        0, XPixel - NewXPixel);
      MovingSmallMoveY := MapRange(Distance, 0, MoveDistance,
        0, YPixel - NewYPixel);
    end;
  end;
end;

end.