Mover.h 2.4 KB

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  1. //
  2. // Copyright (c) 2008-2020 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <Urho3D/Scene/LogicComponent.h>
  24. // All Urho3D classes reside in namespace Urho3D
  25. using namespace Urho3D;
  26. /// Mover logic component
  27. /// - Handles entity (enemy, platform...) translation along a path (set of Vector2 points)
  28. /// - Supports looping paths and animation flip
  29. /// - Default speed is 0.8 if 'Speed' property is not set in the tmx file objects
  30. class Mover : public LogicComponent
  31. {
  32. URHO3D_OBJECT(Mover, LogicComponent);
  33. public:
  34. /// Construct.
  35. explicit Mover(Context* context);
  36. /// Register object factory and attributes.
  37. static void RegisterObject(Context* context);
  38. /// Handle scene update. Called by LogicComponent base class.
  39. void Update(float timeStep) override;
  40. /// Return path attribute.
  41. PODVector<unsigned char> GetPathAttr() const;
  42. /// Set path attribute.
  43. void SetPathAttr(const PODVector<unsigned char>& value);
  44. /// Path.
  45. PODVector<Vector2> path_;
  46. /// Movement speed.
  47. float speed_;
  48. /// ID of the current path point.
  49. int currentPathID_;
  50. /// Timer for particle emitter duration.
  51. float emitTime_;
  52. /// Timer used for handling "attack" animation.
  53. float fightTimer_;
  54. /// Flip animation based on direction, or player position when fighting.
  55. float flip_;
  56. };