bool Object::check_below(Map *map, int start, int end) { bool result = false; int min_dy = check_below(map, m_dy, start, end); if (min_dy != m_dy) { m_dy = min_dy; result = true; } return result; }
void Player::player_move(Map *map) { Actor::move(map); check_water(map); int input = get_input(); const Tmx::Tileset *tileset = map->get_tileset(0); const Tmx::PropertySet prop = tileset->GetProperties(); // Check if on catapult int catid = prop.GetNumericProperty("catapult"); if (catid && check_below(map, 1, catid, catid) == 0) { if (input & PRESS_RIGHT) { set_vx(get_attribute("move_speed")); } else if (input & PRESS_LEFT) { set_vx(-get_attribute("move_speed")); } set_jump(map, true); } switch(m_action) { case Still: set_vx(0); case Move: // Check for crouch or move if (input & PRESS_DOWN) { set_action(Crouch); } else if (input & PRESS_RIGHT) { animate_move(); set_action(Move); set_vx(get_attribute("move_speed")); } else if (input & PRESS_LEFT) { animate_move(); set_action(Move); set_vx(-get_attribute("move_speed")); } else { set_action(Still); } // Check for jump if (input & PRESS_JUMP) { if (m_jump_ready && m_hit_ground) { if (input & PRESS_RIGHT) { set_vx(get_attribute("move_speed")); } else if (input & PRESS_LEFT) { set_vx(-get_attribute("move_speed")); } set_jump(map, false); } m_jump_ready = false; } else { // Restore jump lock m_jump_ready = true; } Body::move(map); if (get_fall()) { set_action(Fall); } break; case Fall: // Check for change of direction during fall if (input & PRESS_RIGHT) { set_vx(get_attribute("move_speed")); } else if (input & PRESS_LEFT) { set_vx(-get_attribute("move_speed")); } Body::move(map); if (!get_fall()) { m_hit_ground = true; set_action(Still); } break; case Jump: case Catapult: Body::move(map); if (get_fall()) { set_action(Fall); } break; case Crouch: set_vx(0); Body::move(map); if (!get_fall()) { m_hit_ground = true; } if (!(input & PRESS_DOWN)) { set_action(Still); } break; case Hit: if (m_hit_timer.expired(get_attribute("hit_time"))) { set_vx(0); set_lock_direction(false); reset_hit(); } Body::move(map); break; case HitPerish: animate_perish(); set_speed(0, -get_attribute("move_speed")); Body::move(map); if (m_y < -get_image_height()) { set_solid(true); set_invisible(false); set_action(HitPerished); } break; case Attack: case AttackLow: if (animate_attack()) { reset_attack(); } Body::move(map); if (!get_fall()) { m_hit_ground = true; } break; default: Body::move(map); break; } }
void Body::move(Map *map) { float tw = float(map->get_tile_width()); float th = float(map->get_tile_height()); m_vx += m_ax; if (m_vx < -tw) { m_vx = -tw; } else if (m_vx > tw) { m_vx = tw; } m_vy += m_ay; if (m_vy < -th) { m_vy = -th; } else if (m_vy > th) { m_vy = th; } if (m_vx > 0.0f) { m_dx = int(m_vx); if (!m_lock_dir) { set_dir(Right); if (m_solid) { if (check_ahead(map)) { m_vx = 0.0f; } } } else if (m_dir == Right) { if (m_solid) { if (check_ahead(map)) { m_vx = 0.0f; } } } else if (m_dir == Left) { if (m_solid) { if (check_behind(map)) { m_vx = 0.0f; } } } m_x += m_dx; } else if (m_vx < 0.0f) { m_dx = -int(m_vx); if (!m_lock_dir) { set_dir(Left); if (m_solid) { if (check_ahead(map)) { m_vx = 0.0f; } } } else if (m_dir == Right) { if (m_solid) { if (check_behind(map)) { m_vx = 0.0f; } } } else if (m_dir == Left) { if (m_solid) { if (check_ahead(map)) { m_vx = 0.0f; } } } m_x -= m_dx; } else { set_dir(Keep); m_dx = 0; } if (m_vy > 0.0f) { m_dy = int(m_vy); if (m_solid) { if (check_below(map)) { m_vy = 0.0f; } } if (m_dy) { m_vert_dir = VerticalDown; m_y += m_dy; } } else if (m_vy < 0.0f) { m_dy = -int(m_vy); if (m_solid) { if (check_above(map)) { m_vy = 0.0f; } } if (m_dy) { m_vert_dir = VerticalUp; m_y -= m_dy; } } else { m_dy = 0; } if (!m_dy) { m_vert_dir = VerticalNone; } }
void LockFlyer::move(Map *map) { Monster::move(map); if (m_hit == HitOne) { if (m_hit_timer.expired(get_attribute("hit_time"))) { m_dx = 0; reset_hit(); } else { // Move backwards m_dx = get_attribute("move_speed"); // Check for collision with map check_behind(map); // Right of player if (get_reference() == Right) { m_x -= m_dx; } else { m_x += m_dx; } } } switch(m_action) { case Still: if (m_hit == HitNone) { if (m_attack_timer.check(get_attribute("attack_timer"))) { const Sprite *spr = get_sprite(); int dist = get_attribute("attack_distance"); int x = m_xref - get_front(); int y = m_yref - (get_y() + spr->get_height() / 2); if (x * x + y * y < dist * dist) { m_attack_timer.reset(); set_move_dir(); m_lock_y = m_yref + spr->get_height() / 2; } } } break; case Move: if (m_hit == HitNone) { const Sprite *spr = get_sprite(); if (abs(m_lock_y - m_y) > get_attribute("move_speed")) { if (m_y < m_lock_y) { m_vertical_dir = VerticalDown; } else if (m_y > m_lock_y) { m_vertical_dir = VerticalUp; } } else { m_vertical_dir = VerticalNone; } // Move if (m_vertical_dir == VerticalDown) { m_dy = get_attribute("move_speed"); check_below(map); if (!m_dy) { set_action(Still); } else { m_y += m_dy; } } else if (m_vertical_dir == VerticalUp) { m_dy = get_attribute("move_speed"); check_above(map); if (!m_dy) { set_action(Still); } else { m_y -= m_dy; } } else { m_dx = get_attribute("move_speed"); face_reference(get_attribute("turn_width")); check_ahead(map); if (!m_dx) { set_action(Still); } else { if (m_dir == Right) { m_x += m_dx; } else if (m_dir == Left) { m_x -= m_dx; } } } animate_move(); } break; default: break; } }
void Player::player_move(Map *map) { const Tmx::Tileset *tileset = map->get_tileset(0); const Tmx::PropertySet prop = tileset->GetProperties(); // Check if under water int start = prop.GetNumericProperty("water_start"); int end = prop.GetNumericProperty("water_end"); if (start && check_ahead(map, 1, start, end) == 0) { if (!m_water_timer.expired(get_attribute("water_treshold"))) { return; } m_water_timer.reset(); } // Check if on catapult int catid = prop.GetNumericProperty("catapult"); if (catid && check_below(map, 1, catid, catid) == 0) { set_vy(int(-get_attribute("catapult_speed"))); set_action(Jump); } Actor::move(map); set_ay(get_attribute("weight")); int input = get_input(); switch(m_action) { case Still: set_vx(0); case Move: // Check for jump if (input & PRESS_JUMP) { if (m_jump_ready) { m_jump_ready = false; set_action(Jump); if (input & PRESS_RIGHT) { set_speed(get_attribute("jump_forward"), -get_attribute("jump_speed")); } else if (input & PRESS_LEFT) { set_speed(-get_attribute("jump_forward"), -get_attribute("jump_speed")); } else { set_vy(-get_attribute("jump_speed")); } } } else { // Restore jump lock m_jump_ready = true; // Check for crouch or move if (input & PRESS_DOWN) { set_action(Crouch); } else if (input & PRESS_RIGHT) { animate_move(); set_action(Move); set_vx(get_attribute("move_speed")); } else if (input & PRESS_LEFT) { animate_move(); set_action(Move); set_vx(-get_attribute("move_speed")); } else { set_action(Still); set_vx(0); } } Body::move(map); if (get_fall()) { set_action(Fall); } break; case Fall: // Check for change of direction during fall if (input & PRESS_RIGHT) { set_vx(get_attribute("jump_forward")); } else if (input & PRESS_LEFT) { set_vx(-get_attribute("jump_forward")); } Body::move(map); if (!get_fall()) { set_action(Still); } break; case Jump: Body::move(map); if (get_fall()) { set_action(Fall); } break; case Crouch: set_vx(0); Body::move(map); if (!(input & PRESS_DOWN)) { set_action(Still); } break; case Hit: if (m_hit_timer.expired(get_attribute("hit_time"))) { m_hit_timer.reset(); set_vx(0); set_lock_direction(false); m_hit = HitNone; set_action(Still); } Body::move(map); break; default: Body::move(map); break; } }