// // Created by Adrian on 2017-09-25. // #include "Entity.h" #include "Tilemap.h" Entity::Entity(Tilemap *map, vec2i pos) { this->map = map; position = pos; collision = false; sprite_id = '?'; } vec2i Entity::get_position() { return position; } bool Entity::move(vec2i dpos) { return move(dpos.x, dpos.y); } bool Entity::move(int dx, int dy) { vec2i newpos = position + vec2i(dx, dy); //GoTo({0,0}, {dx,dy}); //dir = ParseDir(dx, dy); if (!collision || !map->IsBlocked(newpos.x, newpos.y)) { position = newpos; return true; } return false; } void Entity::set_position(vec2i pos) { position = pos; } Tilemap *Entity::get_map() { return map; } bool Entity::has_collision() { return collision; }