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sprite_battler.h
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player 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. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef EP_SPRITE_BATTLER_H
#define EP_SPRITE_BATTLER_H
// Headers
#include "sprite.h"
#include "async_handler.h"
class BattleAnimation;
class Game_Battler;
/**
* Sprite_Battler class, used for battle sprites
*/
class Sprite_Battler : public Sprite {
public:
enum FixedFacing {
Disabled = 0,
AlwaysFlipped = 1,
NeverFlipped = 2,
};
/**
* Constructor.
*
* @param battler game battler to display
* @param battle_index battle index for Z ordering
*/
Sprite_Battler(Game_Battler* battler, int battle_index);
~Sprite_Battler() override;
Game_Battler* GetBattler() const;
void SetBattler(Game_Battler* new_battler);
void ResetFixedFacingDirection();
FixedFacing GetFixedFacing() const;
/**
* Sets the sprite flip when fixed facing direction is enabled. Otherwise does nothing..
*/
void SetFixedFlipX();
/**
* Recompute the Z value for the sprite from it's Y coordinate.
*/
virtual void ResetZ();
protected:
Game_Battler* battler = nullptr;
int battle_index = 0;
FixedFacing fixed_facing = Disabled;
};
inline Game_Battler* Sprite_Battler::GetBattler() const {
return battler;
}
inline void Sprite_Battler::SetBattler(Game_Battler* new_battler) {
battler = new_battler;
}
inline void Sprite_Battler::ResetFixedFacingDirection() {
fixed_facing = Disabled;
}
inline void Sprite_Battler::SetFixedFlipX() {
switch (fixed_facing) {
case AlwaysFlipped:
SetFlipX(true);
break;
case NeverFlipped:
SetFlipX(false);
break;
default:
break;
}
}
inline Sprite_Battler::FixedFacing Sprite_Battler::GetFixedFacing() const {
return fixed_facing;
}
#endif