Beispiel #1
0
void animatePerson (int obj, persona * per) {			// Set a new costume
	onScreenPerson * moveMe = findPerson (obj);
	if (moveMe) {
	//	if (moveMe -> continueAfterWalking) abortFunction (moveMe -> continueAfterWalking);
	//	moveMe -> continueAfterWalking = NULL;
	//	moveMe -> walking = false;
		moveMe -> spinning = false;
		moveMe -> myPersona = per;
		rethinkAngle (moveMe);
		if (moveMe-> walking) {
			setFrames (* moveMe, ANI_WALK);
		} else {
			setFrames (* moveMe, ANI_STAND);
		}
	}
}
Beispiel #2
0
	void Sprite::init(SDL_Surface* image, int frames, int frameTime, int w, int h)
	{
		setImage( image );
		setFrames( frames - 1 );
		setFrameTime( frameTime );
		setSize( w, h );
	}
Beispiel #3
0
bool addPerson (int x, int y, int objNum, persona * p) {
	onScreenPerson * newPerson = new onScreenPerson;
	if (! checkNew (newPerson)) return false;

	// EASY STUFF
	newPerson -> thisType = loadObjectType (objNum);
	newPerson -> scale = 1;
	newPerson -> extra = 0;
	newPerson -> continueAfterWalking = NULL;
	moveAndScale (* newPerson, x, y);
	newPerson -> frameNum = 0;
	newPerson -> walkToX = x;
	newPerson -> walkToY = y;
	newPerson -> walking = false;
	newPerson -> spinning = false;
	newPerson -> show = true;
	newPerson -> direction = 0;
	newPerson -> angle = 180;
	newPerson -> wantAngle = 180;
	newPerson -> angleOffset = 0;
	newPerson -> floaty = 0;
	newPerson -> walkSpeed = newPerson -> thisType -> walkSpeed;
	newPerson -> myAnim = NULL;
	newPerson -> spinSpeed = newPerson -> thisType -> spinSpeed;
	newPerson -> r = 0;
	newPerson -> g = 0;
	newPerson -> b = 0;
	newPerson -> colourmix = 0;
	newPerson -> transparency = 0;
	newPerson -> myPersona = p;

	setFrames (* newPerson, ANI_STAND);

	// HEIGHT (BASED ON 1st FRAME OF 1st ANIMATION... INC. SPECIAL CASES)
	int fNumSigned = p -> animation[0] -> frames[0].frameNum;
	int fNum = abs (fNumSigned);
	if (fNum >= p -> animation[0] -> theSprites -> bank.total) {
		if (fNumSigned < 0) {
			newPerson -> height = 5;
		} else {
			newPerson -> height = p -> animation[0] -> theSprites -> bank.sprites[0].yhot + 5;
		}
	} else {
		newPerson -> height = p -> animation[0] -> theSprites -> bank.sprites[fNum].yhot + 5;
	}

	// NOW ADD IT IN THE RIGHT PLACE
	onScreenPerson * * changethat = & allPeople;

	while (((* changethat) != NULL) && ((* changethat) -> y < y))
		changethat = & ((* changethat) -> next);

	newPerson -> next = (* changethat);
	(* changethat) = newPerson;

	return (bool) (newPerson -> thisType != NULL);
}
bool fireball::initialize(Game *gamePtr, TextureManager *textureM)
{
	Entity::initialize(gamePtr, fireballNS::WIDTH, fireballNS::HEIGHT, fireballNS::COLUMNS, textureM);
	setFrames(fireballNS::START_FRAME, fireballNS::END_FRAME);
	setCurrentFrame(fireballNS::START_FRAME);
	setFrameDelay(fireballNS::ANIMATION_DELAY);
	setVelocity({ fireballNS::SPEED, 0 });
	setEdge(fireballNS::FIREBALL_EDGE);
	return true;
}
Beispiel #5
0
// =================================== Constructor =====================================
purdue::purdue (string filename, int windowWidth, int windowHeight, int x):
enemy (filename, windowWidth, windowHeight, x, EN_HEIGHT, EN_WIDTH, HSPEED)
{				//purdue train constructor

  rWalk = true;
  lWalk = false;
  yOffset = 385;
  setFrames ();
  setScore (50);
}
Beispiel #6
0
bool walkMe (onScreenPerson * thisPerson, bool move = true) {
	float xDiff, yDiff, maxDiff, s;

	for (;;) {
		xDiff = thisPerson -> thisStepX - thisPerson -> x;
		yDiff = (thisPerson -> thisStepY - thisPerson -> y) * 2;
		s = thisPerson -> scale * thisPerson -> walkSpeed;
		if (s < 0.2) s = 0.2;

		maxDiff = (TF_abs (xDiff) >= TF_abs (yDiff)) ? TF_abs (xDiff) : TF_abs (yDiff);

		if (TF_abs (maxDiff) > s) {
			if (thisPerson -> spinning) {
				spinStep (thisPerson);
				setFrames (* thisPerson, ANI_WALK);
			}
			s = maxDiff / s;
			if (move)
				moveAndScale (* thisPerson,
							  thisPerson -> x + xDiff / s,
							  thisPerson -> y + yDiff / (s * 2));
			return true;
		}

		if (thisPerson -> inPoly == -1) {
			if (thisPerson -> directionWhenDoneWalking != -1) {
				thisPerson -> wantAngle = thisPerson -> directionWhenDoneWalking;
				thisPerson -> spinning = true;
				spinStep (thisPerson);
			}
			break;
		}
		if (! doBorderStuff (thisPerson)) break;
	}

	thisPerson -> walking = false;
	setFrames (* thisPerson, ANI_STAND);
	moveAndScale (* thisPerson,
				  thisPerson -> walkToX,
				  thisPerson -> walkToY);
	return false;
}
   void BoxMesh::construct() 
   {
      int   i ;
      Box   bounds = getBounds() ;
      Point center = (bounds.max - bounds.min) / 2 ;

      // Vertex
      verts.push_back(Point(bounds.min.x(), bounds.min.y(), bounds.min.z()));
      verts.push_back(Point(bounds.max.x(), bounds.min.y(), bounds.min.z()));
      verts.push_back(Point(bounds.min.x(), bounds.max.y(), bounds.min.z()));
      verts.push_back(Point(bounds.max.x(), bounds.max.y(), bounds.min.z()));
      verts.push_back(Point(bounds.min.x(), bounds.min.y(), bounds.max.z()));
      verts.push_back(Point(bounds.max.x(), bounds.min.y(), bounds.max.z()));
      verts.push_back(Point(bounds.min.x(), bounds.max.y(), bounds.max.z()));
      verts.push_back(Point(bounds.max.x(), bounds.max.y(), bounds.max.z()));

      // Texture coordinates
      for (i = 0 ; i < 8 ; i++)
         tverts.push_back(Point2D(0,0));

      // Indices
      int inds[] = { 0, 4, 1, 5, 3, 7, 2, 6, 0, 4, 6, 7, 4, 5, 0, 1, 2, 3 } ;
      for (i = 0 ; i < sizeof(inds)/sizeof(inds[0]) ; i++)
         indices.push_back(inds[i]);

      // Primitives
      Primitive p ;
      p.firstElement = 0 ;
      p.numElements  = 10 ;
      p.type         = Primitive::NoMaterial | Primitive::Strip | Primitive::Indexed ;
      primitives.push_back(p) ;
      p.firstElement = 10 ;
      p.numElements  = 4 ;
      primitives.push_back(p) ;
      p.firstElement = 14 ;
      primitives.push_back(p) ;

      // Normals
      std::vector<Point>::iterator ptr ;
      for (ptr = verts.begin() ; ptr != verts.end() ; ptr++)
      {
         Point normal ;
         normal = *ptr - center ;
         normal.normalize() ;
         normals.push_back (normal) ;
         enormals.push_back (encodeNormal(normal)) ;
      }

      // Other stuff
      setFrames (1) ;
      setParent (-1) ;
      calculateCenter() ;
      calculateRadius() ;
   }
void Goblin::senseDistance(int wallX, int level){
	// +50 lets it overlap castle a bit, for some depth
	float distance = spriteData.x + 50 - wallX;
	float maxDistance = GAME_WIDTH - wallX + 50;

	// change speed based on distance from wall and framedelay
	// if at tower do not execute large if else if
	if(distance > 0){
		if(distance/maxDistance < .1) {
			velocity.x = -goblinNS::SPEED - 45;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_9);
		}
		else if(distance/maxDistance < .2) {
			velocity.x = -goblinNS::SPEED - 40;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_8);
		}
		else if(distance/maxDistance < .3) {
			velocity.x = -goblinNS::SPEED - 35;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_7);
		}
		else if(distance/maxDistance < .4) {
			velocity.x = -goblinNS::SPEED - 30;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_6);
		}
		else if(distance/maxDistance < .5){
			velocity.x = -goblinNS::SPEED - 25;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_5);
		}
		else if(distance/maxDistance < .6) {
			velocity.x = -goblinNS::SPEED - 20;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_4);
		}
		else if(distance/maxDistance < .7) {
			velocity.x = -goblinNS::SPEED - 15;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_3);
		}
		else if(distance/maxDistance < .8) {
			velocity.x = -goblinNS::SPEED - 10;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_2);
		}
		else {
			velocity.x = -goblinNS::SPEED - 5;
			setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY_1);
		}
	}
	else {
		velocity.x = 0;
		setFrames(goblinNS::ATTACK_START_FRAME, goblinNS::ATTACK_END_FRAME);		
		setFrameDelay(goblinNS::GOBLIN_ANIMATION_DELAY);
	}
	velocity.x *= level * 0.85;
	//velocity.x *= .15;
	setFrameDelay(getFrameDelay() / level);
}
 void BaseAudioFile::close()
 {
     setFileType(kAudioFileNone);
     BaseAudioFile::setPCMFormat(kAudioFileInt8);
     setHeaderEndianness(kAudioFileLittleEndian);
     setAudioEndianness(kAudioFileLittleEndian);
     setSamplingRate(0);
     setChannels(0);
     setFrames(0);
     setPCMOffset(0);
     clearErrorFlags();
 }
//=============================================================================
// toss
// 
//=============================================================================
void Bottle::toss(Entity *target)
{
	setFrames(bottleNS::START_THROW_FRAME,bottleNS::END_THROW_FRAME);
	setCurrentFrame(bottleNS::START_THROW_FRAME);

	
	posVector = target->getPosition();
	attackVector = target->getPosition() - D3DXVECTOR2(spriteData.x,spriteData.y);//get direction to fly;
	radVector = attackVector;
	velocity = velocity = normalize(attackVector)*bottleNS::AIR_SPEED;
	visible = true;
	active = true;
}
Beispiel #11
0
bool turnPersonToFace (int thisNum, int direc) {
	onScreenPerson * thisPerson = findPerson (thisNum);
	if (thisPerson) {
		if (thisPerson -> continueAfterWalking) abortFunction (thisPerson -> continueAfterWalking);
		thisPerson -> continueAfterWalking = NULL;
		thisPerson -> walking = false;
		thisPerson -> spinning = false;
		turnMeAngle (thisPerson, direc);
		setFrames (* thisPerson, (thisPerson == speech->currentTalker) ? ANI_TALK : ANI_STAND);
		return true;
	}
	return false;
}
void StatusWidget::setFrames(Role role, const QPixmap& frames, size_t
    numFrames, double frameRate) {
  QList<QPixmap> frameList;  
  size_t frameHeight = frames.height()/numFrames;

  for (size_t i = 0; i < numFrames; ++i) {
    QPixmap frame = frames.copy(0, i*frameHeight, frames.width(),
      frameHeight);
    frameList.append(frame);
  }

  setFrames(role, frameList, frameRate);
}
Beispiel #13
0
bool stopPerson (int o) {
	onScreenPerson * moveMe = findPerson (o);
	if (moveMe)
		if (moveMe -> continueAfterWalking) {
			abortFunction (moveMe -> continueAfterWalking);
			moveMe -> continueAfterWalking = NULL;
			moveMe -> walking = false;
			moveMe -> spinning = false;
			setFrames (* moveMe, ANI_STAND);
			return true;
		}
	return false;
}
bool Animation::initWithAnimationFrames(const Vector<AnimationFrame*>& arrayOfAnimationFrames, float delayPerUnit, unsigned int loops)
{
    _delayPerUnit = delayPerUnit;
    _loops = loops;

    setFrames(arrayOfAnimationFrames);

    for (auto& animFrame : _frames)
    {
        _totalDelayUnits += animFrame->getDelayUnits();
    }
    return true;
}
Beispiel #15
0
void Boxer::animate(float frameTime) {
	if(input->isKeyDown(VK_RIGHT) || input->isKeyDown(VK_LEFT)){
		isWalking = false;
	}
	else{
		isWalking = true;
	}
	if (isAttacking) {
		setFrameDelay(0.05);
		setFrames(12, 23);
		if (currentFrame == endFrame) isAttacking = false;
		else return;
	}
	if (isWalking) {
		setFrameDelay(0.1);
		setFrames(6, 11);
		flipHorizontal(!facingRight);
	} else {
		setFrameDelay(0.075);
		setFrames(0, 5);
		flipHorizontal(!facingRight);
	}
}
Beispiel #16
0
NPC_guyRed::NPC_guyRed()
{
	npcName = "Red Guy";
	speach.push_back("No actually my head is not on Fire! ... why do people keep asking that?");
	speach.push_back("Careful don't fall into that mysteriously placed hole and latter.");
	//SDL_Surface* temp = TTF_RenderText_Blended(font,npcName.c_str(), fgColor);
	//surfaceText.push_back(temp);
	SDL_Surface* temp = TTF_RenderText_Blended(font,speach[0].c_str(), fgColor);
	surfaceText.push_back(temp);
	temp = TTF_RenderText_Blended(font,speach[1].c_str(), fgColor);
	surfaceText.push_back(temp);

	npcImage = load_imageBlue("../Images/npc/guyRed.bmp");
	setFrames();
}
Beispiel #17
0
void walkAllPeople () {
	onScreenPerson * thisPerson = allPeople;

	while (thisPerson) {
		if (thisPerson -> walking) {
			walkMe (thisPerson);
		} else if (thisPerson -> spinning) {
			spinStep (thisPerson);
			setFrames (* thisPerson, ANI_STAND);
		}
		if ((! thisPerson -> walking) && (! thisPerson -> spinning) && thisPerson -> continueAfterWalking) {
			restartFunction (thisPerson -> continueAfterWalking);
			thisPerson -> continueAfterWalking = NULL;
		}
		thisPerson = thisPerson -> next;
	}
}
Beispiel #18
0
NPC::NPC(){
	TTF_Init();
	setStats(1,1,1,1,1,1); // need to be set because it is still a Entity instance, but these will never be used.
	npcName = "Default NPC";
	//speach.push_back("I don't know what kinda of NPC I am. :(");
	// default image - should not be used. But just in case
	SDL_Surface* tempSurface = IMG_Load("../Images/npc/default.png");
	npcImage = SDL_DisplayFormatAlpha(tempSurface);
	SDL_FreeSurface(tempSurface);
	setFrames(); // set the frames
	sentence = 0;
	font = TTF_OpenFont("../Fonts/coolvetica.ttf",25);
	fgColor.r = 255; 
	fgColor.g = 255;
	fgColor.b = 255;
	surfaceTextRect.x = 40;
	surfaceTextRect.y = 500;
}
Beispiel #19
0
NPC_guy1::NPC_guy1()
{
	npcName = "NPC Guy";
	speach.push_back("Hey Mr. have you ever seen a guy with his head on fire?");
	speach.push_back("Well for only 3 gold coins I'll show you someone just like that,");
	speach.push_back("Fine your lose.");
	//SDL_Surface* temp = TTF_RenderText_Blended(font,npcName.c_str(),fgColor);
	//surfaceText.push_back(temp);
	SDL_Surface* temp = TTF_RenderText_Blended(font,speach[0].c_str(),fgColor);
	surfaceText.push_back(temp);
	temp = TTF_RenderText_Blended(font,speach[1].c_str(),fgColor);
	surfaceText.push_back(temp);
	temp = TTF_RenderText_Blended(font,speach[2].c_str(),fgColor);
	surfaceText.push_back(temp);

	npcImage =  SDL_LoadBMP("../Images/npc/guy1.bmp");
	SDL_SetColorKey( npcImage, SDL_SRCCOLORKEY, SDL_MapRGB( npcImage->format, 0xff, 0xff, 0xff ) );
	setFrames();
}
Beispiel #20
0
NPC_girl1::NPC_girl1()
{
	npcName = "NPC Girl"; // non original name
	speach.push_back("Hello, Hero...");
	speach.push_back("Please protect me from that scary fire head guy!");
	//SDL_Surface* temp = TTF_RenderText_Blended(font,npcName.c_str(),fgColor);
	//surfaceText.push_back(temp);
	SDL_Surface* temp = TTF_RenderText_Blended(font,speach[0].c_str(), fgColor);
	surfaceText.push_back(temp);
	temp = TTF_RenderText_Blended(font,speach[1].c_str(), fgColor);
	surfaceText.push_back(temp);
	// should load image
	//SDL_Surface* tempSurface = IMG_Load("../Images/npc/girl1.bmp");
	//npcImage = SDL_DisplayFormatAlpha(tempSurface);
	//SDL_FreeSurface(tempSurface);
	npcImage = load_imageBlue("../Images/npc/girl1.bmp");
	//SDL_SetColorKey( npcImage, SDL_SRCCOLORKEY, SDL_MapRGB( npcImage->format, 0xff, 0xff, 0xff ) );
	setFrames();
}
Beispiel #21
0
bool CCAnimation::initWithSpriteFrames(CCArray *pFrames, float delay)
{
    CCARRAY_VERIFY_TYPE(pFrames, CCSpriteFrame*);

    m_uLoops = 1;
    m_fDelayPerUnit = delay;
    CCArray* pTmpFrames = CCArray::array();
    setFrames(pTmpFrames);

    if (pFrames != NULL)
    {
        CCObject* pObj = NULL;
        CCARRAY_FOREACH(pFrames, pObj)
        {
            CCSpriteFrame* frame = (CCSpriteFrame*)pObj;
            CCAnimationFrame *animFrame = new CCAnimationFrame();
            animFrame->initWithSpriteFrame(frame, 1, NULL);
            m_pFrames->addObject(animFrame);
            animFrame->release();

            m_fTotalDelayUnits++;
        }
   void CylinderMesh::construct()
   {
      int i, firstTop ;
      int steps = (unsigned int)(complexity * 64.0f) ;
      float angle ;
      Point normal ;
      Box   bounds = getBounds() ;
      Point center = getCenter() ;
      float radius = getRadius() ;

      Primitive p ;
      p.type = Primitive::NoMaterial | Primitive::Strip | Primitive::Indexed ;

      if (steps < 4)  steps = 4 ;
      if (steps > 64) steps = 64 ;
      steps &= ~1 ;

      // Bottom
      addVertex (center.x(), center.y(), bounds.min.z()) ;
      for (angle = 0.0f, i = 0 ; i < steps ; i++, angle += 2.0f*M_PI/(float)steps)
      {
         addVertex (cosf(angle)*radius + center.x(), sinf(angle)*radius + center.y(), 
                    bounds.min.z()) ;
      }

      for (i = 1 ; i <= steps ; i++)
      {
         p.firstElement = indices.size() ;
         p.numElements  = 3 ;
         indices.push_back (0) ;
         indices.push_back (i) ;
         indices.push_back (i == steps ? 1 : i+1) ;
         primitives.push_back(p) ;
      }

      // Top
      firstTop = verts.size() ;
      addVertex (center.x(), center.y(), bounds.max.z()) ;
      for (angle = 0.0f, i = 0 ; i < steps ; i++, angle += 2.0f*M_PI/(float)steps)
      {
         addVertex (cosf(angle)*radius + center.x(), sinf(angle)*radius + center.y(), 
                    bounds.max.z()) ;
      }

      for (i = 1 ; i <= steps ; i++)
      {
         p.firstElement = indices.size() ;
         p.numElements  = 3 ;
         indices.push_back (firstTop) ;
         indices.push_back (firstTop+(i == steps ? 1 : i+1)) ;
         indices.push_back (firstTop+i) ;
         primitives.push_back(p) ;
      }

      // Walls
      int pos ;
      for (pos = indices.size(), i = 0 ; i < steps-1 ; i++, pos += 4)
      {
         indices.push_back (i+1) ;
         indices.push_back (firstTop+i+1) ;
         indices.push_back (i+2) ;
         indices.push_back (firstTop+i+2) ;
         p.firstElement = pos ;
         p.numElements  = 4 ;
         primitives.push_back(p) ;
      }
      indices.push_back (i+1) ;
      indices.push_back (firstTop+i+1) ;
      indices.push_back (1) ;
      indices.push_back (firstTop+1) ;
      p.firstElement = pos ;
      p.numElements  = 4 ;
      primitives.push_back(p) ;

      // Other stuff

      setFrames (1) ;
      setParent (-1) ;
      calculateBounds() ;
      calculateCenter() ;
      calculateRadius() ;
   }
Beispiel #23
0
void NPC::calcVelocity(float frameTime)
{
    float angle, xLength, yLength, tempX, tempY;
    static int xSign = 1;
    static int ySign = 1;
    xLength = moseyEndX-moseyStartX;
    yLength = moseyEndY-moseyStartY;

    static float timeTillPause = pauseInterval;
    static float timeTillMosey = pauseTime;

    if(speaking) {
        // prevent movement while speaking
        setVelocity(VECTOR2(0.0,0.0));
        return;
    }

    if(timeTillPause > 0.0)
        timeTillPause -= frameTime;
    else if(timeTillMosey > 0.0) {
        // NPC should be paused
        setVelocity(VECTOR2(0.0,0.0));
        timeTillMosey -= frameTime;
        return;
    }
    else {
        timeTillPause = pauseInterval;
        timeTillMosey = pauseTime;
    }
    // if he is not paused, continue on to mosey...
    // if vector is negative, it's moving left
    if(xLength < 0) {
        setFrames(2,3);
        flipHorizontal(true);
        // if the NPC is further left than the endpoint, swap endpoint and startpoint
        if(spriteData.x < moseyEndX) {
            tempX = moseyStartX;
            moseyStartX = moseyEndX;
            moseyEndX = tempX;
        }
    } else if(xLength > 0) { // if movement is positive, check for x > endpoint, then swap
        setFrames(2,3);
        flipHorizontal(false);
        if(spriteData.x > moseyEndX) {
            tempX = moseyStartX;
            moseyStartX = moseyEndX;
            moseyEndX = tempX;
        }
    }

    // if vector is negative, he's moving up
    if(yLength < 0) {
        setFrames(4,5);
        // if the NPC is higher than that the endpoint, swap endpoint and startpoint
        if(spriteData.y < moseyEndY) {
            tempY = moseyStartY;
            moseyStartY = moseyEndY;
            moseyEndY = tempY;
            setCurrentFrame(0);
        }
    } else if(yLength > 0) {
        setFrames(0,1);
        if(spriteData.y > moseyEndY) {
            tempY = moseyStartY;
            moseyStartY = moseyEndY;
            moseyEndY = tempY;
            setCurrentFrame(4);

        }
    }
    if(xLength == 0.0) {
        if(yLength < 0)
            angle = -(float)PI/2; // prevent divide by 0 when xLength is 0. atan(inf) = -PI/2
        if(yLength > 0)
            angle = (float)PI/2;
    } else if(xLength < 0)
        angle = atan(yLength/xLength)+((float)PI); // rotate by 180 degrees
    else
        angle = atan(yLength/xLength);
    setVelocity(VECTOR2(npcNS::MOVE_SPEED*cos(angle)*xSign, npcNS::MOVE_SPEED*sin(angle)*ySign));
}
void StatusWidget::setIcon(Role role, const QPixmap& icon) {
  setFrames(role, icon, 1, 0.0);
}
Beispiel #25
0
bool doBorderStuff (onScreenPerson * moveMe) {
	if (moveMe -> inPoly == moveMe -> walkToPoly) {
		moveMe -> inPoly = -1;
		moveMe -> thisStepX = moveMe -> walkToX;
		moveMe -> thisStepY = moveMe -> walkToY;
	} else {
		// The section in which we need to be next...
		int newPoly = currentFloor -> matrix[moveMe -> inPoly][moveMe -> walkToPoly];
		if (newPoly == -1) return false;

		// Grab the index of the second matching corner...
		int ID, ID2;
		if (! getMatchingCorners (currentFloor -> polygon[moveMe -> inPoly], currentFloor -> polygon[newPoly], ID, ID2))
			return fatal ("Not a valid floor plan!");

		// Remember that we're walking to the new polygon...
		moveMe -> inPoly = newPoly;

		// Calculate the destination position on the coincidantal line...
		int x1 = moveMe -> x, y1 = moveMe -> y;
		int x2 = moveMe -> walkToX, y2 = moveMe -> walkToY;
		int x3 = currentFloor -> vertex[ID].x, y3 = currentFloor -> vertex[ID].y;
		int x4 = currentFloor -> vertex[ID2].x, y4 = currentFloor -> vertex[ID2].y;

		int xAB = x1 - x2;
		int yAB = y1 - y2;
		int xCD = x4 - x3;
		int yCD = y4 - y3;

		double m = (yAB * (x3 - x1) - xAB * (y3 - y1));
		m /= ((xAB * yCD) - (yAB * xCD));

		if (m > 0 && m < 1) {
			moveMe -> thisStepX = x3 + m * xCD;
			moveMe -> thisStepY = y3 + m * yCD;
		} else {
			int dx13 = x1-x3, dx14 = x1-x4, dx23 = x2-x3, dx24 = x2-x4;
			int dy13 = y1-y3, dy14 = y1-y4, dy23 = y2-y3, dy24 = y2-y4;

			dx13 *= dx13; dx14 *= dx14; dx23 *= dx23; dx24 *= dx24;
			dy13 *= dy13; dy14 *= dy14; dy23 *= dy23; dy24 *= dy24;

			if (sqrt((double) dx13 + dy13) + sqrt((double) dx23 + dy23) <
				sqrt((double) dx14 + dy14) + sqrt((double) dx24 + dy24)) {
				moveMe -> thisStepX = x3;
				moveMe -> thisStepY = y3;
			} else {
				moveMe -> thisStepX = x4;
				moveMe -> thisStepY = y4;
			}
		}
	}

	float yDiff = moveMe -> thisStepY - moveMe -> y;
	float xDiff = moveMe -> x - moveMe -> thisStepX;
	if (xDiff || yDiff) {
		moveMe -> wantAngle = 180 + ANGLEFIX * atan2(xDiff, yDiff * 2);
		moveMe -> spinning = true;
	}

	setFrames (* moveMe, ANI_WALK);
	return true;
}
Beispiel #26
0
/** Called when asyn clients call pasynInt32->write().
  * This function performs actions for some parameters, including ADAcquire, ADBinX, etc.
  * For all parameters it sets the value in the parameter library and calls any registered callbacks..
  * \param[in] pasynUser pasynUser structure that encodes the reason and address.
  * \param[in] value Value to write. */
asynStatus mythen::writeInt32(asynUser *pasynUser, epicsInt32 value)
{
    int function = pasynUser->reason;
    int status = asynSuccess;
    static const char *functionName = "writeInt32";

    /* Reject any call to the detector if it is running */
    if ((function != ADAcquire) && acquiring_) {
        asynPrint(this->pasynUserSelf, ASYN_TRACE_ERROR, 
        "%s:%s: detector is busy\n", driverName, functionName);
        return asynError;
    }

    /* Set the parameter and readback in the parameter library.
     * This may be overwritten when we read back the
     * status at the end, but that's OK */
    status |= setIntegerParam(function, value);

    if (function == ADAcquire) {
      getIntegerParam(SDReadMode, &readmode_);
      status |= setAcquire(value);
    }
    else {
      if (function == SDSetting) {
        status |= loadSettings(value);
      } else if (function == SDUseFlatField) {
        status |= setFCorrection(value);
      } else if (function == SDUseCountRate) {
        status |= setRCorrection(value);
      } else if (function == SDUseBadChanIntrpl) {
        status |= setBadChanIntrpl(value);
      } else if (function == SDBitDepth) {
        status |= setBitDepth(value);
      } else if (function == SDNumGates) {
        status = setNumGates(value);
      } else if (function == SDUseGates) {
        status = setUseGates(value);
      } else if (function == SDNumFrames) {
        status |= setFrames(value);
      } else if (function == SDTrigger) {
        status |= setTrigger(value);
      } else if (function == SDReset) {
        status |= setReset();
      } else if (function == ADImageMode) {

        //getIntegerParam(SDNumFrames, &frames_);
        status |= setFrames(frames_);
      } else {
        /* If this is not a parameter we have handled call the base class */
        if (function < FIRST_SD_PARAM) status = ADDriver::writeInt32(pasynUser, value);
      }
      status |= getSettings();
    }
 
    /* Update any changed parameters */
    status |= callParamCallbacks();

    if (status) 
        asynPrint(pasynUser, ASYN_TRACE_ERROR, 
              "%s:%s: error, status=%d function=%d, value=%d\n", 
              driverName, functionName, status, function, value);
    else        
        asynPrint(pasynUser, ASYN_TRACEIO_DRIVER, 
              "%s:%s: function=%d, value=%d\n", 
              driverName, functionName, function, value);
    return((asynStatus)status); 
}
Beispiel #27
0
NotePlayHandle::NotePlayHandle( InstrumentTrack* instrumentTrack,
								const f_cnt_t _offset,
								const f_cnt_t _frames,
								const note& n,
								NotePlayHandle *parent,
								int midiEventChannel,
								Origin origin ) :
	PlayHandle( TypeNotePlayHandle, _offset ),
	note( n.length(), n.pos(), n.key(), n.getVolume(), n.getPanning(), n.detuning() ),
	m_pluginData( NULL ),
	m_filter( NULL ),
	m_instrumentTrack( instrumentTrack ),
	m_frames( 0 ),
	m_totalFramesPlayed( 0 ),
	m_framesBeforeRelease( 0 ),
	m_releaseFramesToDo( 0 ),
	m_releaseFramesDone( 0 ),
	m_released( false ),
	m_hasParent( parent != NULL  ),
	m_hadChildren( false ),
	m_muted( false ),
	m_bbTrack( NULL ),
	m_origTempo( engine::getSong()->getTempo() ),
	m_origBaseNote( instrumentTrack->baseNote() ),
	m_frequency( 0 ),
	m_unpitchedFrequency( 0 ),
	m_baseDetuning( NULL ),
	m_songGlobalParentOffset( 0 ),
	m_midiChannel( midiEventChannel >= 0 ? midiEventChannel : instrumentTrack->midiPort()->realOutputChannel() ),
	m_origin( origin )
{
	if( hasParent() == false )
	{
		m_baseDetuning = new BaseDetuning( detuning() );
		m_instrumentTrack->m_processHandles.push_back( this );
	}
	else
	{
		m_baseDetuning = parent->m_baseDetuning;

		parent->m_subNotes.push_back( this );
		parent->m_hadChildren = true;

		m_bbTrack = parent->m_bbTrack;
	}

	updateFrequency();

	setFrames( _frames );

	// inform attached components about new MIDI note (used for recording in Piano Roll)
	if( m_origin == OriginMidiInput )
	{
		m_instrumentTrack->midiNoteOn( *this );
	}

	if( hasParent() || ! m_instrumentTrack->isArpeggioEnabled() )
	{
		const int baseVelocity = m_instrumentTrack->midiPort()->baseVelocity();

		// send MidiNoteOn event
		m_instrumentTrack->processOutEvent(
			MidiEvent( MidiNoteOn, midiChannel(), midiKey(), midiVelocity( baseVelocity ) ),
			MidiTime::fromFrames( offset(), engine::framesPerTick() ), 
			offset() );
	}
}
Beispiel #28
0
void makeSilent (onScreenPerson & me) {
	setFrames (me, ANI_STAND);
}
Beispiel #29
0
void makeTalker (onScreenPerson & me) {
	setFrames (me, ANI_TALK);
}
Beispiel #30
0
//=============================================================================
// update
// typically called once per frame
// frameTime is used to regulate the speed of movement and animation
//=============================================================================
void Avatar::update(float frameTime)
{
    // Walls
	if (spriteData.x > GAME_WIDTH-(squareNS::WIDTH * squareNS::SCALE)-(avatarNS::WIDTH * avatarNS::AVATAR_SCALE))    // if hit right screen edge
    {
        spriteData.x = GAME_WIDTH-(squareNS::WIDTH * squareNS::SCALE)-(avatarNS::WIDTH)*avatarNS::AVATAR_SCALE;    // position at right screen edge
        velocity.x = 0;								
	} else if (spriteData.x < squareNS::WIDTH*squareNS::SCALE)                    // else if hit left screen edge
    {
        spriteData.x = squareNS::WIDTH*squareNS::SCALE;                           // position at left screen edge
        velocity.x = 0;                   
    }
	if (spriteData.y > GAME_HEIGHT-(squareNS::HEIGHT * squareNS::SCALE)-(avatarNS::HEIGHT)*avatarNS::AVATAR_SCALE)  // if hit bottom screen edge
    {
        spriteData.y = GAME_HEIGHT-(squareNS::HEIGHT * squareNS::SCALE)-(avatarNS::HEIGHT)*avatarNS::AVATAR_SCALE;  // position at bottom screen edge
        velocity.y = 0;                  
    } else if (spriteData.y < 2*(squareNS::HEIGHT*squareNS::SCALE))                    // else if hit top screen edge
    {
		if(!nextLevel) {
			spriteData.y = 2*(squareNS::HEIGHT*squareNS::SCALE);                           // position at top screen edge
			velocity.y = 0; 
		} else {
			if((spriteData.x < 7*(squareNS::WIDTH * squareNS::SCALE) || spriteData.x > 8*(squareNS::WIDTH * squareNS::SCALE)) && getDirectionFacing() == avatarNS::UP) {
				spriteData.y = 2*(squareNS::HEIGHT*squareNS::SCALE);                           // position at top screen edge
				velocity.y = 0;                
			}
			if(spriteData.x < 7*(squareNS::WIDTH * squareNS::SCALE) && getDirectionFacing() == avatarNS::LEFT) {
				spriteData.x = 7*(squareNS::WIDTH * squareNS::SCALE);                         
				velocity.x = 0;                
			}
			if(spriteData.x > 8*(squareNS::WIDTH * squareNS::SCALE) && getDirectionFacing() == avatarNS::RIGHT) {
				spriteData.x = 8*(squareNS::WIDTH * squareNS::SCALE);                           
				velocity.x = 0;                
			}
			if (spriteData.y < 0) {
				spriteData.y = 0;
				velocity.y = 0;
			}
		}
    }

	velocity.x = 0;
	velocity.y = 0;

	if(input->isKeyDown(VK_RIGHT) && !input->isKeyDown(VK_UP) && !input->isKeyDown(VK_DOWN)){   //puts precedence over vertical movement if multiple keys held
		if(direction != avatarNS::RIGHT) {
			direction = avatarNS::RIGHT;
			setCurrentFrame(8);
		}
		velocity.x = avatarNS::SPEED; 
		setFrames(8, 11); 	
		Entity::update(frameTime);
		audio->playCue(WALKING);
	}
	if(input->isKeyDown(VK_LEFT) && !input->isKeyDown(VK_UP) && !input->isKeyDown(VK_DOWN)){
		if(direction != avatarNS::LEFT) {
			setDirectionFacing(avatarNS::LEFT);
			setCurrentFrame(4);
		}
		velocity.x = -avatarNS::SPEED; 
		setFrames(4, 7); 	
		Entity::update(frameTime);
		audio->playCue(WALKING);
	}
	if(input->isKeyDown(VK_UP)) {
		if(direction != avatarNS::UP) {
			setDirectionFacing(avatarNS::UP);
			setCurrentFrame(12);
		}
		velocity.y = -avatarNS::SPEED; 
		setFrames(12, 15); 	
		Entity::update(frameTime);
		audio->playCue(WALKING);
	}
	if(input->isKeyDown(VK_DOWN)) {
		if(direction != avatarNS::DOWN) {
			setDirectionFacing(avatarNS::DOWN);
			setCurrentFrame(0);
		}
		velocity.y = avatarNS::SPEED; 
		setFrames(0, 3); 	
		Entity::update(frameTime);
		audio->playCue(WALKING);
	}

	spriteData.x += frameTime * velocity.x;         // move ship along X 
    spriteData.y += frameTime * velocity.y;         // move ship along Y

}