Beispiel #1
0
/**
 * For debugging, makes a square room on the map.
 * @param x1
 * @param y1
 * @param x2
 * @param y2
 */
void Area::boxRoom(const int x1, const int y1, const int x2, const int y2) {
    // Floor
    fill(x1+1, y1+1, x2-1, y2-1, TILE_FLOOR);

    // Top side
    fill(x1+1, y1, x2-1, y1, TILE_WALL, true, -90.0f);

    // Left side
    fill(x1, y1+1, x1, y2-1, TILE_WALL, true);

    // Right side
    fill(x2, y1+1, x2, y2-1, TILE_WALL, true, 180.0f);

    // Bottom side
    fill(x1+1, y2, x2-1, y2, TILE_WALL, true, 90.0f);

    // TL
    setTile(x1, y1, new Tile(TILE_INNERCORNER));
    setRotation(x1, y1, -90.0f);
    setSolid(x1, y1);

    // BL
    setTile(x1, y2, new Tile(TILE_INNERCORNER));
    setSolid(x1, y2);

    // TR
    setTile(x2, y1, new Tile(TILE_INNERCORNER));
    setRotation(x2, y1, -180.0f);
    setSolid(x2, y1);

    // BR
    setTile(x2, y2, new Tile(TILE_INNERCORNER));
    setRotation(x2, y2, 90.0f);
    setSolid(x2, y2);
}
ToiletBlock::ToiletBlock(int id, Material const& material) : RotatableBlock("blockToilet", id, material) {
	setSolid(false);
	
	setSoundType(Block::SOUND_STONE);
	setDestroyTime(1.0F);
	tex = getTextureUVCoordinateSet("quartz_block", 0);
}
Mainframe::Mainframe() {
	setSolid(true);
	setStatic(true);

	compTexture.loadFromFile("img/mastermind.png");

	computer.setTexture(compTexture);

	computer.setOrigin(121, 97);
	computer.setRotation(90);
	setRotation(90);


	Rect* r = new Rect(vec::Vector2(-121, -97), vec::Vector2(121, 97));
	col.addShape(r);

	col.rotateTo(toRadians(90));

	maxHealth = 500;
	curHealth = maxHealth;

	state = HEALTHY;

	setTag(sf::String("Boss"));

	Global::objective = getPosition();
}
Beispiel #4
0
	SmashBall::SmashBall(float x1, float y1) : Item(x1,y1, 40000,TYPE_WIELD)
	{
		moveTime = 0;
		speed = 1;
		hittable = true;
		unHittableTime = 0;
		health = 10;
		
		active = true;
		
		itemNo = Global::ITEM_SMASHBALL;

		readyFire = null;
		
		Animation*anim;
		
		anim = new Animation("normal", 5, 8, 1);
		anim->addFrame("Images/Game/Items/SmashBall/smashball.png");
		addAnimation(anim);
		
		anim = new Animation("hit", 6, 2, 1);
		anim->addFrame("Images/Game/Items/SmashBall/smashball_hit.png");
		addAnimation(anim);
		
		addFileResource("Images/Game/Items/SmashBall/finalsmash_fire.png");
		
		changeAnimation("normal",FORWARD);
		
		ignoreGoThroughPlatforms(true);
		setSolid(true);
		canBeCarried(false);
	}
MicrowaveBlock::MicrowaveBlock(int id, Material const& material) : RotatableBlock("blockMicrowave", id, material) {
	tex = getTextureUVCoordinateSet("quartz_block", 0);
	secondary_tex = getTextureUVCoordinateSet("stone", 0);
	terciary_tex = getTextureUVCoordinateSet("wool", 15);

	setSoundType(Block::SOUND_WOOD);
	setSolid(false);
}
Beispiel #6
0
void Chest::logic()
{
	if (!mInitialized)
	{
		mInitialized = true;

		if (!mDropped)
		{
			GameState* gameState = mRoom->getGame()->getGameState();
			if(gameState->getInt(buildGameStateVariableString()) == 1)
			{
				mUsed = true;
				setSolid(false);
				return;
			}
		}

		setSolid(true);
	}

	if (mOpen)
	{
		mOpenFrameCount++;
		return;
	}

	std::vector<Entity*> collisions = mRoom->collidesWith(this, Entity::PLAYER, 2);
	if (collisions.size() > 0 && mRoom->getKeyState()->isActionPressed())
	{
		mOpen = true;
		setSolid(false);
		mRoom->freeze(100);
		mRoom->addTextCutScene("Received " + mItem->getName(), 100);
		mRoom->startCutScenes();
		
		if (!mDropped)
		{
			GameState* gameState = mRoom->getGame()->getGameState();
			gameState->put(buildGameStateVariableString(), 1);
		}

		mRoom->getPlayer()->getInventory()->add(mItem);
		mItem = 0;
	}
}
ChairBlock::ChairBlock(int id, std::string name, FurnitureBlockAttributes attributes, int item) : RotatableBlock("blockChair", id, attributes.realMaterial) {
	setSolid(false);

	setSoundType(attributes.sounds);
	setDestroyTime(attributes.hardness);
	tex = attributes.primary_tex;
	secondary_tex = attributes.secondary_tex;
	this->droppedItem = item;
}
TvBlock::TvBlock(int id, Material const& material) : FurnitureBlock("blockTv", id, material) {
	tex = getTextureUVCoordinateSet("log", 0);
	secondary_tex = getTextureUVCoordinateSet("planks", 0);

	terciary_tex = getTextureUVCoordinateSet("wool", 15);
	
	setSoundType(Block::SOUND_WOOD);
	setSolid(false);
}
Beispiel #9
0
/**
 * Fills an area with tiles.
 * @param x1 Start x coordinate.
 * @param y1 Start y coordinate.
 * @param x2 End x coordinate.
 * @param y2 End y coordinate.
 * @param filename Tile's model filename.
 * @param solidness The tile's solid state.
 * @param rotation Tile's rotation.
 */
void Area::fill(const int x1, const int y1, const int x2, const int y2, const string filename, const bool solidity, const float rotation) {
    for(int y = y1; y <= y2; y++) {
        for(int x = x1; x <= x2; x++) {
            setTile(x, y, new Tile(filename));
            setRotation(x, y, rotation);
            setSolid(x, y, solidity);
        }
    }
}
Beispiel #10
0
SmallTreeObject::SmallTreeObject(tank::Vectorf pos)
    : Object(pos)
{
    makeGraphic<tank::Image>(MainState::smallrock);
    tank::Rectd hb = { 18, static_cast<double>(Tile::TILE_SIZE) - 8, 28, 9 };
    hb.y -= hb.h;

    setHitbox(hb);
    setSolid(true);
}
Beispiel #11
0
int AscFile::load(char *filename) {
	FILE *fp;

	fp = fopen(filename, "r");

	if(fp == NULL) {
		return -1;
	}

	float version;
	fscanf(fp, "ASCII-Paint v%g", &version);

	fscanf(fp, "%i %i", &width, &height);

	setSize(width, height);

	// Scan until we hit #(the marker for the start of image data)
	while(fgetc(fp) != '#');

	for(int x = 0; x < width; x++) {
		for(int y = 0; y < height; y++) {
			char c = fgetc(fp);
			int fr = fgetc(fp);
			int fg = fgetc(fp);
			int fb = fgetc(fp);
			int br = fgetc(fp);
			int bg = fgetc(fp);
			int bb = fgetc(fp);
			int solid = fgetc(fp);
			int walkable = fgetc(fp);
			setChar(x, y, c);
			setFore(x, y, fr, fg, fb);
			setBack(x, y, br, bg, bb);
			setSolid(x, y, solid);
			setSolid(x, y, walkable);
		}
	}
	fclose(fp);

	return 1;

}
void TimgFilterLogoaway::Tplane::process(const TlogoawaySettings *cfg)
{
    createBorder(cfg,TlogoawaySettings::NORTH,cfg->bordn_mode);
    createBorder(cfg,TlogoawaySettings::EAST ,cfg->borde_mode);
    createBorder(cfg,TlogoawaySettings::SOUTH,cfg->bords_mode);
    createBorder(cfg,TlogoawaySettings::WEST ,cfg->bordw_mode);

    saveLogoBorder(TlogoawaySettings::NORTH);
    saveLogoBorder(TlogoawaySettings::SOUTH);
    saveLogoBorder(TlogoawaySettings::EAST );
    saveLogoBorder(TlogoawaySettings::WEST );

    switch (cfg->mode) {
        case TlogoawaySettings::MODE_XY:
            setAverageVH(cfg);
            for (int i=1; i<=cfg->blur; i++) {
                blurLogotemp(false);
            }
            break;
        case TlogoawaySettings::MODE_UGLARM:
            uwe(cfg);
            break;
        case TlogoawaySettings::MODE_SOLIDFILL:
            setSolid(cfg);
            break;
        case TlogoawaySettings::MODE_SHAPEXY:
            if (parambitmapdata) {
                renderShapeXY(cfg);
                for (int i=1; i<=cfg->blur; i++) {
                    blurLogotemp(true);
                }
                break;
            } else {
                return;
            }
        case TlogoawaySettings::MODE_SHAPEUGLARM:
            if (parambitmapdata) {
                renderShapeUwe(cfg);
                for (int i=1; i<=cfg->blur; i++) {
                    blurLogotemp(true);
                }
                break;
            } else {
                return;
            }
    }

    loadLogo(cfg,
             cfg->bordn_mode==TlogoawaySettings::BM_INTERPOLATE,
             cfg->borde_mode==TlogoawaySettings::BM_INTERPOLATE,
             cfg->bords_mode==TlogoawaySettings::BM_INTERPOLATE,
             cfg->bordw_mode==TlogoawaySettings::BM_INTERPOLATE);
}
Beispiel #13
0
	Jerk::Jerk(Game* game, AssetManager* assetManager) : game(game), dir(0,0)
	{
		setSolid(true);
		setMovable(true);
		setZHeight(24);
		float fps = 8;
		addAnimation("stand_down", new Animation(fps, 1, 1, assetManager, "characters/jerk/stand_down.png"));
		addAnimation("stand_downleft", new Animation(fps, 1, 1, assetManager, "characters/jerk/stand_downleft.png"));
		addAnimation("stand_downright", new Animation(fps, 1, 1, assetManager, "characters/jerk/stand_downright.png"));
		addAnimation("stand_left", new Animation(fps, 1, 1, assetManager, "characters/jerk/stand_left.png"));
		addAnimation("stand_right", new Animation(fps, 1, 1, assetManager, "characters/jerk/stand_right.png"));
		addAnimation("stand_up", new Animation(fps, 1, 1, assetManager, "characters/jerk/stand_up.png"));
		addAnimation("stand_upleft", new Animation(fps, 1, 1, assetManager, "characters/jerk/stand_upleft.png"));
		addAnimation("stand_upright", new Animation(fps, 1, 1, assetManager, "characters/jerk/stand_upright.png"));
		addAnimation("walk_down", new Animation(fps, 1, 4, assetManager, "characters/jerk/walk_down.png"));
		addAnimation("walk_downleft", new Animation(fps, 1, 4, assetManager, "characters/jerk/walk_downleft.png"));
		addAnimation("walk_downright", new Animation(fps, 1, 4, assetManager, "characters/jerk/walk_downright.png"));
		addAnimation("walk_left", new Animation(fps, 1, 4, assetManager, "characters/jerk/walk_left.png"));
		addAnimation("walk_right", new Animation(fps, 1, 4, assetManager, "characters/jerk/walk_right.png"));
		addAnimation("walk_up", new Animation(fps, 1, 4, assetManager, "characters/jerk/walk_up.png"));
		addAnimation("walk_upleft", new Animation(fps, 1, 4, assetManager, "characters/jerk/walk_upleft.png"));
		addAnimation("walk_upright", new Animation(fps, 1, 4, assetManager, "characters/jerk/walk_upright.png"));
	}
Beispiel #14
0
void StaticObject::setSprite() {
	this->objSprite.setTexture(assManager->retrieveTexture());

	switch (objType){
	case 1:
		this->objSprite.setTextureRect(sf::IntRect(32, 32, 26, 26));
		this->isSolid = true;
		break;
	case 2:
		this->objSprite.setTextureRect(sf::IntRect(128, 0, 32, 32));
		this->isSolid = true;
		break;
	case 3:
		this->objSprite.setTextureRect(sf::IntRect(32, 32, 26, 26));
		this->isSolid = true;
		break;
	case 4:
		this->objSprite.setTextureRect(sf::IntRect(128, 0, 32, 32));
		this->isSolid = true;
		break;
	case 5:
		this->objSprite.setTextureRect(sf::IntRect(96, 0, 32, 32));
		this->isSolid = false;
		break;
	case 6:
		this->objSprite.setTextureRect(sf::IntRect(128, 0, 32, 32));
		this->isSolid = false;
		break;
	}
	setSolid(this->isSolid);
	
	setSize();

	this->objSprite.setOrigin(objSize.x / 2, objSize.y / 2);
	this->objSprite.setPosition(sf::Vector2f(position.x, position.y));
}
Beispiel #15
0
/**
 * Sets the size of the area.
 * @param width The width.
 * @param height The heigh.
 */
void Area::setSize(int width, int height) {
    DEBUG_M("Entering function...");

    int old_width = width_;
    int old_height = height_;

#warning ['TODO']: Decide when tiles are unloaded
    DEBUG_H("\tUnloading dropped tiles...");
    // Unload any tiles that are dropped
    if(width < old_width) {
        DEBUG_H("\tWidth is less than old width, scrubbing lost tiles...");
        for(int y = 0; y < height; y++) {
            for(int x = old_width; x < width; x++) {
                delete getTile(x, y);
                setSolid(x, y, false);
            }
        }
    }
    if(height < old_height) {
        DEBUG_H("\tHeight is less than old width, scrubbing lost tiles...");
        for(int y = old_height; y < height; y++) {
            for(int x = 0; x < old_width; x++) {
                delete getTile(x, y);
                setSolid(x, y, false);
            }
        }
    }

    width_ = width;
    height_ = height;

    DEBUG_H("\tRealPosition tile space...");
    tiles_ = (Tile***)regrowArray_((void***)tiles_, old_width, old_height, width, height);
    DEBUG_H("\tRealPosition blocker space...");
    walkblockers_ = (RigidBody***)regrowArray_((void***)walkblockers_, old_width, old_height, width, height);
    DEBUG_H("\tAllocated...");

    // If we are freeing the Area
    if(!width || !height) {
        return;
    }

    if(!tiles_) {
        ERROR("Failed to allocate memory for tile map.");
        return;
    }

#warning ['TODO']: This function should be split up some more, also shouldn't need to NULL tiles befoure setting them.
    // Set new tiles to default
    if(width > old_width) {
        DEBUG_H("\tWidth is > than old width, making new tiles...");
        for(int y = 0; y < height; y++) {
            for(int x = old_width; x < width; x++) {
                DEBUG_H("\t\tsetting %dx%d...", x, y);
                tiles_[x][y] = NULL;
                walkblockers_[x][y] = NULL;
            }
        }
    }
    if(height > old_height) {
        DEBUG_H("\theight is > than old height, making new tiles...");
        for(int y = old_height; y < height; y++) {
            for(int x = 0; x < width; x++) {
                DEBUG_H("\t\tsetting %dx%d...", x, y);
                tiles_[x][y] = NULL;
                walkblockers_[x][y] = NULL;
            }
        }
    }

    float x_offset = (old_width - width_) * (TILEWIDTH / 2.0f);
    float z_offset = (old_height - height_) * (TILEWIDTH / 2.0f);
    for(ChildrenIterator iter = getChildBegin(); iter != getChildEnd(); iter++) {
        Object* object = dynamic_cast<Object*>(*iter);
        if(!object) {
            continue;
        }
        object->setX(object->getX() - x_offset);
        object->setZ(object->getZ() - z_offset);
    }

    DEBUG_H("\tFunction finished, area now %d, %d...", getWidth(), getHeight());
}