Example #1
0
bool Unit::Update(float dt)
{
	bool ret = true;
	bool collided = false;

	if (!targetReached)
	{
		if (UpdateVelocity(dt))
		{
			if (!Move(dt))
				targetReached = true;
		}
	}
	if (targetReached)
	{
		GetNewTarget();
	}

	UpdateBarPosition();
	UpdateBarTexture();

	Draw();

	return ret;
}
Example #2
0
void Unit::SetNewPath(C_DynArray<iPoint>& newPath)
{
	path.Clear();
	if (newPath.Count() > 0)
	{
		path += newPath;
		targetReached = false;
		currentNode = -1;
		GetNewTarget();
	}
}
void EntMobile::UpdateMovement(float dt)
{
	if (movement)
	{
		if (!target_reached)
		{
			UpdateVelocity(dt);
			Move(dt);
			if (IsTargetReached())
				target_reached = true;
		}
		else
		{
			GetNewTarget();
		}
	}
}
void EntMobile::SetNewPath(int x, int y)
{
	iPoint start = App->map->WorldToMap(position.x, position.y);
	iPoint goal = { x, y };

	if (App->game->em->EntityOnCoords(App->map->MapToWorld(GetMapPosition().x, GetMapPosition().y)) != NULL &&
		App->game->em->EntityOnCoords(App->map->MapToWorld(GetMapPosition().x, GetMapPosition().y)) != this)
	{
		goal = FindClosestWalkable(goal);
	}

	int steps = App->pathfinding->GetNewPath(start, goal, path);

	if (steps > 0)
	{
		//StateMachine change
		current_input = ENTITY_INPUT_MOVE;

		movement = true;
		current_node = -1;
		GetNewTarget();
	}

}