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using Microsoft.Xna.Framework;
using V3.Data;
using V3.Map;
namespace V3.Objects.Movement
{
public interface IMovable
{
/// <summary>
/// Calculates a path without collisions to desired destination.
/// </summary>
/// <param name="pathfinder">Pathfinder to use.</param>
/// <param name="position">Current position in pixel.</param>
/// <param name="destination">Destination in pixel.</param>
void FindPath(Pathfinder pathfinder, Vector2 position, Vector2 destination);
/// <summary>
/// Uses pathfinder to for steady movement to new transition.
/// </summary>
/// <param name="currentPosition">Current position in pixel.</param>
/// <param name="speed">Movement speed of the creature.</param>
/// <returns>Normalized vector * speed which represents a small step in the direction of desired destination.(</returns>
Vector2 GiveNewPosition(Vector2 currentPosition, int speed);
/// <summary>
/// Calculates the direction the creature is looking when moving.
/// </summary>
MovementDirection GiveMovementDirection();
bool IsMoving { get; }
/// <summary>
/// Save the movement data to a MovementData object.
/// </summary>
/// <returns>the MovementData object with the current status</returns>
MovementData SaveData();
/// <summary>
/// Restore the movement state from the given data.
/// </summary>
/// <param name="movementData">the state of the movement to restore</param>
void LoadData(MovementData movementData);
}
}
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