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void Character::Movement(Character::Direction choice, Collision& collision, Map& map, const std::vector<Tiles>& tiles)
{
//Working Master do not delete
//switch (choice)
//{
//case Direction::UP:
// if (mPosY)
// {
// const auto oldY{ mPosY-- }; //This
// map.Update(mPosX, oldY, mPosX, mPosY, mCharacter);
// return;
// }
// break;
//case Direction::DOWN:
// if (mPosY < map.GetMaxRows() - 1)
// {
// const auto oldY{ mPosY++ };
// map.Update(mPosX, oldY, mPosX, mPosY, mCharacter);
// return;
// }
// break;
//case Direction::LEFT:
// if (mPosX)
// {
// const auto oldX{ mPosX-- };
// map.Update(oldX, mPosY, mPosX, mPosY, mCharacter);
// return;
// }
// break;
//case Direction::RIGHT:
// if (mPosX < map.GetMaxColumns() - 1)
// {
// const auto oldX{ mPosX++ };
// map.Update(oldX, mPosY, mPosX, mPosY, mCharacter);
// return;
// }
// break;
//default:
// std::cout << "Invalid Input\n";
// return;
//}
std::cout << "Inside Character::Movement Function\n";
//Testing
switch (choice)
{
case Direction::UP:
if (collision.CheckCollision(mPosX, mPosY, tiles))
{
std::cout << "Cannot move Up.\n";
}
else
{
std::cout << "Inside Switch UP Case Function\n";
const auto oldY{ mPosY-- };
map.Update(mPosX, oldY, mPosX, mPosY, mCharacter);
return;
}
break;
case Direction::DOWN:
if (collision.CheckCollision(mPosX, mPosY, tiles))
{
std::cout << "Cannot move Down.\n";
}
else
{
const auto oldY{ mPosY++ };
map.Update(mPosX, oldY, mPosX, mPosY, mCharacter);
return;
}
break;
case Direction::LEFT:
if (collision.CheckCollision(mPosX, mPosY, tiles))
{
std::cout << "Cannot move Left.\n";
}
else
{
const auto oldX{ mPosX-- };
map.Update(oldX, mPosY, mPosX, mPosY, mCharacter);
return;
}
break;
case Direction::RIGHT:
if (collision.CheckCollision(mPosX , mPosY, tiles))
{
std::cout << "Cannot move Right.\n";
}
else
{
const auto oldX{ mPosX++ };
map.Update(oldX, mPosY, mPosX, mPosY, mCharacter);
return;
}
break;
default:
std::cout << "Error\n";
}
}
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