bbf3731cf4
* Add margins all around the board for better aestetics. * Add room for scoring * Because the texture atlas is a 32x32 grid, we can manipulate textures as positions on that grid and only create a rectangle for that texture in the rendering code. * Avoid hardcoded values in the rendering code.
35 lines
784 B
C++
35 lines
784 B
C++
#pragma once
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#include "Direction.hpp"
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#include "Position.hpp"
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#include "PacManAnimation.hpp"
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#include <SDL2/SDL_rect.h>
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#include <chrono>
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class Board;
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class InputState;
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class PacMan {
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public:
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explicit PacMan(const Board & board);
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[[nodiscard]] SDL_Point currentSprite() const;
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[[nodiscard]] Position position() const;
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void update(std::chrono::milliseconds time_delta, InputState state, const Board & board);
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private:
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Direction direction = Direction::NONE;
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Direction desired_direction = Direction::NONE;
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Position pos;
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PacManAnimation pacManAnimation;
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void setDirection(const InputState & state);
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void updateAnimationPosition(std::chrono::milliseconds time_delta);
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void updateMazePosition(std::chrono::milliseconds time_delta, const Board & board);
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};
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