Beispiel #1
0
void Game_Event::UpdateSelfMovement() {
	if (running)
		return;
	if (!Game_Message::GetContinueEvents() && Game_Map::GetInterpreter().IsRunning())
		return;
	if (!IsStopping())
		return;

	switch (move_type) {
	case RPG::EventPage::MoveType_random:
		MoveTypeRandom();
		break;
	case RPG::EventPage::MoveType_vertical:
		MoveTypeCycleUpDown();
		break;
	case RPG::EventPage::MoveType_horizontal:
		MoveTypeCycleLeftRight();
		break;
	case RPG::EventPage::MoveType_toward:
		MoveTypeTowardsPlayer();
		break;
	case RPG::EventPage::MoveType_away:
		MoveTypeAwayFromPlayer();
		break;
	case RPG::EventPage::MoveType_custom:
		MoveTypeCustom();
		break;
	}
}
Beispiel #2
0
void Game_Character::UpdateSelfMovement() {
	switch (move_type) {
	case RPG::EventPage::MoveType_random:
		MoveTypeRandom();
		break;
	case RPG::EventPage::MoveType_vertical:
		MoveTypeCycleUpDown();
		break;
	case RPG::EventPage::MoveType_horizontal:
		MoveTypeCycleLeftRight();
		break;
	case RPG::EventPage::MoveType_toward:
		MoveTypeTowardsPlayer();
		break;
	case RPG::EventPage::MoveType_away:
		MoveTypeAwayFromPlayer();
		break;
	case RPG::EventPage::MoveType_custom:
		MoveTypeCustom();
		break;
	}
}