Beispiel #1
0
void Cannon::Animate()
{
    Enemy::Animate();

    bool bLeft = Player::GetPlayer().GetPos().x < m_pos.x;
    SetAnimationFrame(bLeft ? 1 : 0);
}
void Player::Update(const jutil::GameTime& timespan)
{
	if (m_Health <= 0)
	{
		HandleDeath(timespan);
		return;
	}

	if (m_TimerInvincibility.ElapsedMilliseconds() < INVINCIBILITY_TIME)
	{
		HandleInvincibility(timespan);
	}
	else
	{
		SetAlpha(1.f);
		m_PlayerState = UNKNOWN;
	}

	HandleLevelCollisionResolution(timespan);

	// Jumping controls
	if (m_PlayerState != TAKING_DAMAGE)
	{
		HandleControls(timespan);
	}

	HandleBullets(timespan);
	SetAnimationFrame();
}
Beispiel #3
0
void Flier2::Animate()
{
    Enemy::Animate();

    if ((Player::GetPlayer().GetPos().x >= m_pos.x))
    {
        if (m_nAnimationFrame == 2)
        {
            SetAnimationFrame(0);
        }
    }
    else
    {
        if (m_nAnimationFrame == 0)
        {
            SetAnimationFrame(2);
        }
    }
}
Beispiel #4
0
void Font::Render(int x, int y, Engine::EColor eColor, const std::string& text)
{
	SetColor(eColor);
	Vector2 pos(static_cast<float>(x), static_cast<float>(y));

	for (std::string::const_iterator it = text.begin(), itEnd = text.end(); it != itEnd; ++it)
	{
		SetAnimationFrame(*it);
		SetPos(pos);
		Sprite::Render();
		pos.x += m_nWidth;
	}
}
Beispiel #5
0
void BigZ::Animate()
{
    Enemy::Animate();
    SetAnimationFrame((Player::GetPlayer().GetPos().x >= m_pos.x) ? 0 : 1);
}
// Animation that plays on death - twelve circles with oscillating radiuses that move away from the player 
void Player::HandleDeath(const jutil::GameTime& timespan)
{
	// If we've just entered, put all the sprites in place
	if (m_TimerDeath.ElapsedMilliseconds() == 0)
	{
		for (int i = 0; i < m_DeathSprites.size(); ++i)
			m_DeathSprites[i].SetPosition(GetPosition());
	}
	else // Otherwise, we're under way - animate
	{
		// Oscillate the radius
		if (m_DeathSpriteFlickerCounter > 4)
			m_DeathSpriteFlicker = false;
		else if (m_DeathSpriteFlickerCounter < 1)
			m_DeathSpriteFlicker = true;

		if (m_DeathSpriteFlicker)
			m_DeathSpriteFlickerCounter++;
		else
			m_DeathSpriteFlickerCounter--;

		for (int i = 0; i < m_DeathSprites.size(); ++i)
			m_DeathSprites[i].SetCurrentFrame(m_DeathSpriteFlickerCounter);

		// Move all the circles outwards in the right directions
		float d = timespan.GetDeltaTime();
		for (int i = 0; i < 2; i++, d = -d)
			m_DeathSprites[i].Move(jmath::vec2(d, d));

		for (int i = 2; i < 4; i++, d = -d)
			m_DeathSprites[i].Move(jmath::vec2(-d, d));

		for (int i = 4; i < 6; ++i, d = -d)
			m_DeathSprites[i].MoveX(d*1.6f);

		for (int i = 6; i < 8; ++i, d = -d)
			m_DeathSprites[i].MoveY(d*1.6f);

		for (int i = 8; i < 10; ++i, d = -d)
			m_DeathSprites[i].MoveX(d*0.4f);

		for (int i = 10; i < 12; ++i, d = -d)
			m_DeathSprites[i].MoveY(d*0.4f);
	}


	m_TimerDeath += timespan;
	m_TimerInvincibility.SetTime(JTime::Milliseconds(INVINCIBILITY_TIME)); 

	// If we're done dying, reset everything
	if (m_TimerDeath.ElapsedMilliseconds() > 5850) // 5300
	{
		m_TimerDeath.SetTime(0);
		m_Health = 28;
	}
	// If we're done dying, get ready to spawn back in
	else if (m_TimerDeath.ElapsedMilliseconds() > 5400)
	{
		float n = jmath::Normalise(5400.f, 5800.f, (float)m_TimerDeath.ElapsedMilliseconds());

		if (n > 0.9f)
		{
			if (GetCurrentFrame() == 1)
				SetCurrentFrame(2);
			else
				SetCurrentFrame(3);
		}
		else
			SetRectangle(jmath::vec4(120, 8, 24, 32));
		SetAnimationFrame();
		if (n > 1.f)
			n = 1.f;
		jmath::vec2 r = m_RespawnPos;
		r.y = jmath::Lerp(m_RespawnPos.y - 240, m_RespawnPos.y - 5, n);
		SetPosition(r);
	}
	// If we've played the animation, set player to spawn pos
	else if (m_Health != INT_MIN && m_TimerDeath.ElapsedMilliseconds() > 2300)
	{

		jmath::vec2 r = m_RespawnPos;
		m_Health = INT_MIN;
		r.y -= 240;
		SetPosition(r);
		SetAnimationFrame();
	}
}