Beispiel #1
0
void Game_Character::Move(int dir) {
	int dx = (dir == Right || dir == UpRight || dir == DownRight) - (dir == Left || dir == DownLeft || dir == UpLeft);
	int dy = (dir == Down || dir == DownRight || dir == DownLeft) - (dir == Up || dir == UpRight || dir == UpLeft);

	SetDirection(dir);
	if (!(IsDirectionFixed() || IsFacingLocked())) {
		if (dir > 3) // Diagonal
			SetSpriteDirection(GetSpriteDirection() % 2 ? -dx + 2 : dy + 1);
		else
			SetSpriteDirection(dir);
	}

	if (jumping) {
		jump_plus_x += dx;
		jump_plus_y += dy;
		return;
	}

	move_failed = !IsPassable(GetX(), GetY(), dir);
	if (move_failed) {
		if (!CheckEventTriggerTouch(Game_Map::RoundX(GetX() + dx), Game_Map::RoundY(GetY() + dy)))
			return;
	} else {
		SetX(Game_Map::RoundX(GetX() + dx));
		SetY(Game_Map::RoundY(GetY() + dy));
		remaining_step = SCREEN_TILE_WIDTH;
		BeginMove();
	}

	stop_count = 0;
	max_stop_count = (GetMoveFrequency() > 7) ? 0 : pow(2.0, 9 - GetMoveFrequency());
}
Beispiel #2
0
void Game_Event::CheckEventTriggers() {
	if (trigger == RPG::EventPage::Trigger_auto_start) {
		Start();
	} else if (trigger == RPG::EventPage::Trigger_collision) {
		CheckEventTriggerTouch(GetX(),GetY());
	}
}
Beispiel #3
0
void Game_Event::CheckEventTriggers() {
	if (trigger == RPG::EventPage::Trigger_auto_start) {
		if (Player::GetFrames() == frame_count_at_last_auto_start_check) {
			// Delay the start to the next frame because the event was enabled
			// by an event with an higher ID than this event.
			return;
		}
		Start();
	} else if (trigger == RPG::EventPage::Trigger_collision) {
		CheckEventTriggerTouch(GetX(),GetY());
	}
}
Beispiel #4
0
void Game_Character::MoveUp() {
	if (turn_enabled) TurnUp();

	if (IsPassable(x, y, RPG::EventPage::Direction_up)) {
		TurnUp();
		y -= 1;
		//IncreaseSteps();
		move_failed = false;
	} else {
		CheckEventTriggerTouch(x, y - 1);
		move_failed = true;
	}
}
Beispiel #5
0
void Game_Character::MoveRight() {
	if (turn_enabled) TurnRight();

	if (IsPassable(x, y, RPG::EventPage::Direction_right)) {
		TurnRight();
		x += 1;
		//IncreaseSteps();
		move_failed = false;
	} else {
		CheckEventTriggerTouch(x + 1, y);
		move_failed = true;
	}
}
Beispiel #6
0
void Game_Character::MoveUp() {
	if (!IsDirectionFixed()) TurnUp();

	if (jumping) {
		jump_plus_y--;
		return;
	}

	if (IsPassable(GetX(), GetY(), RPG::EventPage::Direction_up)) {
		SetY(GetY() - 1);
		BeginMove();
		stop_count = 0;
		move_failed = false;
	} else {
		CheckEventTriggerTouch(GetX(), GetY() - 1);
		move_failed = true;
	}
}