blob: 3e531a370830f129cbe5995878bb8c299145b856 (
plain)
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
|
#include "Car.h"
Car::Car(double x, double y, BitmapStore::Image image, Maze::Direction facing)
:GameObject(x,y,image,facing),
_speed(_baseSpeed)
{
}
double Car::speed() const
{
return _speed;
}
void Car::move(const Maze& maze)
{
double targetX = 0;
double targetY = 0;
int checkX = 0;
int checkY = 0;
switch(_facing)
{
case Maze::UP:
targetX = MazeMath::round(_x);
targetY = _y - _speed;
checkX = floor(targetX);
checkY = floor(targetY);
break;
case Maze::DOWN:
targetX = MazeMath::round(_x);
targetY = _y + _speed;
checkX = floor(targetX);
checkY = ceil(targetY);
break;
case Maze::LEFT:
targetX = _x - _speed;
targetY = MazeMath::round(_y);
checkX = floor(targetX);
checkY = floor(targetY);
break;
case Maze::RIGHT:
targetX = _x + _speed;
targetY = MazeMath::round(_y);
checkX = ceil(targetX);
checkY = floor(targetY);
break;
}
if (!maze.getSolid(checkX, checkY))
{
//can move that way
_x = targetX;
_y = targetY;
}
else
{
//can not move to targetX and targetY, but move to the edge of current block
switch(_facing)
{
case Maze::UP:
_y = floor(_y);
break;
case Maze::DOWN:
_y = ceil(_y);
break;
case Maze::LEFT:
_x = floor(_x);
break;
case Maze::RIGHT:
_x = ceil(_x);
break;
}
}
}
|