Beispiel #1
0
void cRokko::Update(void)
{
    cEnemy::Update();

    if (!m_valid_update || !Is_In_Range())
        return;

    // if not active
    if (m_state != STA_FLY) {
        // Do not self-activate when manual triggering is enabled
        if (m_manual)
            return;
        // Do not activate if Maryo is a ghost
        else if (pLevel_Player->m_maryo_type == MARYO_GHOST)
            return;
        // if player is in front then activate
        else if (pLevel_Player->m_col_rect.Intersects(Get_Final_Distance_Rect()))
            Activate();
        // Do not activate if Maryo is not near by
        else
            return;
    }

    Update_Animation();

    // generate smoke
    m_smoke_counter += pFramerate->m_speed_factor * 4.0f;
    if (m_smoke_counter >= 1.0f) {
        Generate_Smoke(static_cast<int>(m_smoke_counter));
        m_smoke_counter -= static_cast<int>(m_smoke_counter);
    }
}
Beispiel #2
0
void cRokko :: Update( void )
{
	cEnemy::Update();

	if( !m_valid_update || !Is_In_Player_Range() )
	{
		return;
	}

	// if not active
	if( m_state != STA_FLY )
	{
		GL_rect final_distance = Get_Final_Distance_Rect();

		// if player is in front then activate
		if( pPlayer->maryo_type != MARYO_GHOST && pPlayer->m_col_rect.Intersects( final_distance ) )
		{
			Activate();
		}
		else
		{
			return;
		}
	}

	// generate smoke
	m_smoke_counter += pFramerate->m_speed_factor * 4.0f;
	if( m_smoke_counter >= 1.0f )
	{
		Generate_Smoke( static_cast<int>(m_smoke_counter) );
		m_smoke_counter -= static_cast<int>(m_smoke_counter);
	}
}
Beispiel #3
0
void cRokko::Update_Normal_Dying(void)
{
    if (m_vely < m_gravity_max) {
        Add_Velocity_Y_Max(1.5f, m_gravity_max);
    }

    if (m_dying_counter >= 5.0f && m_curr_img < 3)
        Set_Image_Num(3);
    else if (m_dying_counter >= 10.0f && m_curr_img == 3)
        Set_Image_Num(4);
    else if (m_dying_counter >= 15.0f && m_curr_img == 4)
        Set_Image_Num(5);

    Move(m_velx, m_vely);

    if (m_rot_z - m_start_rot_z < 90) {
        Add_Rotation_Z(pFramerate->m_speed_factor);
    }

    // generate smoke
    m_smoke_counter += pFramerate->m_speed_factor * 4;
    if (m_smoke_counter >= 2.0f) {
        Generate_Smoke(static_cast<int>(m_smoke_counter));
        Generate_Sparks(static_cast<int>(m_smoke_counter * 0.5f));
        m_smoke_counter -= static_cast<int>(m_smoke_counter);
    }

    // below ground
    if (m_col_rect.m_y - 200.0f > pActive_Camera->m_limit_rect.m_y + game_res_h) {
        m_rot_z = 0.0f;
        m_massive_type = MASS_PASSIVE;
        Set_Active(0);
        m_velx = 0.0f;
    }
}
Beispiel #4
0
void cRokko :: Update_Dying( void )
{
	// add gravity
	if( m_vely < 25 )
	{
		Add_Velocity( 0, 1.5f );
	}

	Move( m_velx, m_vely );

	if( m_rot_z - m_start_rot_z < 90 )
	{
		Add_Rotation_Z( pFramerate->m_speed_factor );
	}

	// generate smoke
	m_smoke_counter += pFramerate->m_speed_factor * 4;
	if( m_smoke_counter >= 2 )
	{
		Generate_Smoke( static_cast<int>(m_smoke_counter) );
		Generate_Sparks( static_cast<int>(m_smoke_counter * 0.5f) );
		m_smoke_counter -= static_cast<int>(m_smoke_counter);
	}

	// below ground
	if( m_col_rect.m_y - 200.0f > pActive_Camera->limit_rect.m_y + game_res_h )
	{
		m_rot_z = 0.0f;
		m_massive_type = MASS_PASSIVE;
		Set_Active( 0 );
		m_velx = 0.0f;
	}
}