Beispiel #1
0
// Update
void Game_Player::Update() {
	bool last_moving = IsMoving();

	if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning()
		/*move_route_forcing || Game_Temp::message_window_showing*/) {
		switch (Input::dir4) {
			case 2:
				MoveDown();
				break;
			case 4:
				MoveLeft();
				break;
			case 6:
				MoveRight();
				break;
			case 8:
				MoveUp();
		}
	}

	int last_real_x = real_x;
	int last_real_y = real_y;

	Game_Character::Update();

	UpdateScroll(last_real_x, last_real_y);

	UpdateNonMoving(last_moving);
}
Beispiel #2
0
void Game_Player::Update() {
	bool last_moving = IsMoving() || IsJumping();

	if (IsMovable() && !Game_Map::GetInterpreter().IsRunning()) {
		switch (Input::dir4) {
			case 2:
				Move(Down);
				break;
			case 4:
				Move(Left);
				break;
			case 6:
				Move(Right);
				break;
			case 8:
				Move(Up);
		}
	}

	UpdateScroll();
	Game_Character::Update();

	if (location.aboard)
		GetVehicle()->SyncWithPlayer();

	UpdateNonMoving(last_moving);
}
Beispiel #3
0
void Game_Player::Update() {
	bool last_moving = IsMoving();

	if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning() 
		&& !IsMoveRouteOverwritten() && !Game_Message::message_waiting) {
		switch (Input::dir4) {
			case 2:
				MoveDown();
				break;
			case 4:
				MoveLeft();
				break;
			case 6:
				MoveRight();
				break;
			case 8:
				MoveUp();
		}
	}

	int last_real_x = real_x;
	int last_real_y = real_y;

	Game_Character::Update();

	UpdateScroll(last_real_x, last_real_y);

	UpdateNonMoving(last_moving);
}