#include "sprite_builder.h" #include #include namespace yaze { namespace zelda3 { SpriteBuilder SpriteBuilder::Create(const std::string& spriteName) { SpriteBuilder builder; return builder; } SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName, const std::string& value) { return *this; } SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName, int value) { return *this; } SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName, bool value) { return *this; } SpriteBuilder& SpriteBuilder::AddAction(const SpriteAction& action) { return *this; } SpriteBuilder& SpriteBuilder::SetGlobalAction(const SpriteAction& action) { return *this; } SpriteBuilder& SpriteBuilder::AddFunction(const SpriteAction& function) { return *this; } SpriteBuilder& SpriteBuilder::AddFunction(const std::string& asmCode) { return *this; } std::string SpriteBuilder::BuildProperties() const { std::stringstream ss; // Build the properties for (int i = 0; i < 27; ++i) { std::string property = "00"; if (!properties[i].empty()) property = properties[i]; ss << kSpriteProperties[i] << " = $" << property << std::endl; } return ss.str(); } std::string SpriteBuilder::Build() const { std::stringstream ss; ss << BuildProperties(); return ss.str(); } // ============================================================================ SpriteAction SpriteAction::Create(const std::string& actionName) { SpriteAction action; return action; } SpriteAction SpriteAction::Create() { SpriteAction action; return action; } SpriteAction& SpriteAction::AddInstruction( const SpriteInstruction& instruction) { return *this; } SpriteAction& SpriteAction::AddCustomInstruction(const std::string& asmCode) { return *this; } SpriteAction& SpriteAction::SetNextAction(const std::string& nextActionName) { return *this; } std::string SpriteAction::GetConfiguration() const { return ""; } // ============================================================================ SpriteInstruction SpriteInstruction::PlayAnimation(int startFrame, int endFrame, int speed) { SpriteInstruction instruction; return instruction; } SpriteInstruction SpriteInstruction::ApplySpeedTowardsPlayer(int speed) { SpriteInstruction instruction; instruction.SetConfiguration("JSL Sprite_ApplySpeedTowardsPlayer"); return instruction; } SpriteInstruction SpriteInstruction::CheckDamageFromPlayer() { SpriteInstruction instruction; return instruction; } SpriteInstruction SpriteInstruction::MoveXyz() { SpriteInstruction instruction; return instruction; } SpriteInstruction SpriteInstruction::BounceFromTileCollision() { SpriteInstruction instruction; return instruction; } SpriteInstruction SpriteInstruction::SetTimer(int timerId, int value) { SpriteInstruction instruction; return instruction; } SpriteInstruction SpriteInstruction::Custom(const std::string& asmCode) { SpriteInstruction instruction; return instruction; } SpriteInstruction SpriteInstruction::BehaveAsBarrier() { SpriteInstruction instruction; return instruction; } SpriteInstruction SpriteInstruction::JumpToFunction( const std::string& functionName) { SpriteInstruction instruction; return instruction; } } // namespace zelda3 } // namespace yaze