Method: Core::Game::MapObject#update_move

Defined in:
lib/game/map/map_object.rb

#update_move(map) ⇒ Object



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# File 'lib/game/map/map_object.rb', line 56

def update_move(map)
  moved = false
  player = self.class == Player
  tx = @tx
  ty = @ty
  if @dx > 0
    if @stepped or @through or map.passable?((@tx*32)+@dx, @ty*32, player)
      @x += @speed
      @dx -= @speed
      @tx += 1 if !@stepped
      @stepped = true
      moved = true
      if @tx > Core.window.state.map.current.width
        Core.window.state.map.move_right
        @tx = 0
        @x = @speed
      end
    else
      @dx = 0
    end
    @index = 8
  elsif @dx < 0
    if @stepped or @through or map.passable?((@tx*32)+@dx, @ty*32, player)
      @x -= @speed
      @dx += @speed
      @tx -= 1 if !@stepped
      @stepped = true
      moved = true
      if @tx < 0
        Core.window.state.map.move_left
        @tx = Core.window.state.map.current.width
        @x = (Core.window.state.map.current.width*32) - @speed
      end
    else
      @dx = 0
    end
    @index = 4
  end
  if @dy > 0
    if @stepped or @through or map.passable?(@tx*32, (@ty*32)+@dy, player)
      @y += @speed
      @dy -= @speed
      @ty += 1 if !@stepped
      @stepped = true
      moved = true
    else
      @dy = 0
    end
    @index = 0
  elsif @dy < 0
    if @stepped or @through or map.passable?(@tx*32, (@ty*32)+@dy, player)
      @y -= @speed
      @dy += @speed
      @ty -= 1 if !@stepped
      @stepped = true
      moved = true
    else
      @dy = 0
    end
    @index = 12
  end
  if @dx == 0 and @dy == 0 and moved
    @steps += 1
    @stepped = false
  end
  if moved
    d = @dx
    if d == 0
      d = @dy
    end
    if d < 0
      d *= -1
    end
    if Core.between?(d, 8, 25)
      if @steps.even?
        @index += 1
      else
        @index += 3
      end
    end
  end
  if tx != @tx or ty != @ty
    Core.window.state.map.current.module.event(Events::MotionEvent.new(self, [tx, ty]))
  end
  return moved
end