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tracy/examples/dyna/src/monster.hpp
T
2026-06-21 22:47:34 +02:00

42 lines
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C++

#pragma once
#include "entity.hpp"
#include <vector>
namespace dyna
{
class AnimTexture;
// The three monster variants from monster.cs differed only in speed, sprite set
// and respawn delay, so they fold into one class parameterised by `type` (1-3).
class Monster : public Entity
{
public:
Monster( int type, int gx, int gy );
void set_action( Action a ) override;
void tick( World& world ) override;
void draw() override;
void die( World& world ) override;
bool is_dead() const { return dead; }
int type() const { return mtype; }
private:
std::vector<Action> possible_dirs( const Map& map ) const;
static bool straight( const std::vector<Action>& dirs );
Action rand_dir( const Map& map );
Action any_dir( const Map& map ); // __rand_dir in the original
void think( const Map& map );
void generic_draw( const AnimTexture& tex );
const AnimTexture& texture_for( Action a ) const;
int mtype; // 1, 2 or 3
int t; // ms per movement sub-step (per-type speed)
bool dead = false;
};
}