#include "Entity.h" #include "misc.h" #include "Rect.h" #include "Text.h" #define ENTITY WalrusRPG::Entity #define RECT WalrusRPG::Utils::Rect ENTITY::Entity(int x, int y, unsigned w, unsigned h, WalrusRPG::Renderer *tset, unsigned sprite_id) : coords(x, y, w, h), tset(tset), sprite_id(sprite_id) { } ENTITY::~Entity() { // TODO if you allocate dynamically members } void ENTITY::render(Camera &camera, unsigned dt) const { UNUSED(dt); if (camera.is_visible(coords)) { tset->render(sprite_id, RECT(coords.x - camera.get_x(), coords.y - camera.get_y())); //(*tset).render_tile(sprite_id, coords.x - camera.get_x(), coords.y - // camera.get_y(), dt); } } void ENTITY::update(unsigned dt) { UNUSED(dt); // TODO update map's data according to elasped time /* // Need to think aagain on how to go to a target point and/or we need to align the corner OR the center to this point. position += velocity * dt; velocity += acceleration * dt; */ }