Beispiel #1
0
bool AdActor::update() {
	_currentSprite = nullptr;

	if (_state == STATE_READY) {
		if (_animSprite) {
			delete _animSprite;
			_animSprite = nullptr;
		}
		if (_animSprite2) {
			_animSprite2 = nullptr;
		}
	}

	// finished playing animation?
	if (_state == STATE_PLAYING_ANIM && _animSprite != nullptr && _animSprite->isFinished()) {
		_state = _nextState;
		_nextState = STATE_READY;
		_currentSprite = _animSprite;
	}

	if (_state == STATE_PLAYING_ANIM_SET && _animSprite2 != nullptr && _animSprite2->isFinished()) {
		_state = _nextState;
		_nextState = STATE_READY;
		_currentSprite = _animSprite2;
	}

	if (_sentence && _state != STATE_TALKING) {
		_sentence->finish();
	}

	// default: stand animation
	if (!_currentSprite) {
		if (_sprite) {
			_currentSprite = _sprite;
		} else {
			if (_standSprite) {
				_currentSprite = _standSprite->getSprite(_dir);
			} else {
				AdSpriteSet *anim = getAnimByName(_idleAnimName);
				if (anim) {
					_currentSprite = anim->getSprite(_dir);
				}
			}
		}
	}

	bool already_moved = false;

	switch (_state) {
		//////////////////////////////////////////////////////////////////////////
	case STATE_PLAYING_ANIM:
		_currentSprite = _animSprite;
		break;

		//////////////////////////////////////////////////////////////////////////
	case STATE_PLAYING_ANIM_SET:
		_currentSprite = _animSprite2;
		break;

		//////////////////////////////////////////////////////////////////////////
	case STATE_TURNING_LEFT:
		if (_tempSprite2 == nullptr || _tempSprite2->isFinished()) {
			if (_dir > 0) {
				_dir = (TDirection)(_dir - 1);
			} else {
				_dir = (TDirection)(NUM_DIRECTIONS - 1);
			}

			if (_dir == _targetDir) {
				_tempSprite2 = nullptr;
				_state = _nextState;
				_nextState = STATE_READY;
			} else {
				if (_turnLeftSprite) {
					_tempSprite2 = _turnLeftSprite->getSprite(_dir);
				} else {
					AdSpriteSet *anim = getAnimByName(_turnLeftAnimName);
					if (anim) {
						_tempSprite2 = anim->getSprite(_dir);
					}
				}

				if (_tempSprite2) {
					_tempSprite2->reset();
					if (_tempSprite2->_looping) {
						_tempSprite2->_looping = false;
					}
				}
				_currentSprite = _tempSprite2;
			}
		} else {
			_currentSprite = _tempSprite2;
		}
		break;


		//////////////////////////////////////////////////////////////////////////
	case STATE_TURNING_RIGHT:
		if (_tempSprite2 == nullptr || _tempSprite2->isFinished()) {
			_dir = (TDirection)(_dir + 1);

			if ((int)_dir >= (int)NUM_DIRECTIONS) {
				_dir = (TDirection)(0);
			}

			if (_dir == _targetDir) {
				_tempSprite2 = nullptr;
				_state = _nextState;
				_nextState = STATE_READY;
			} else {
				if (_turnRightSprite) {
					_tempSprite2 = _turnRightSprite->getSprite(_dir);
				} else {
					AdSpriteSet *anim = getAnimByName(_turnRightAnimName);
					if (anim) {
						_tempSprite2 = anim->getSprite(_dir);
					}
				}

				if (_tempSprite2) {
					_tempSprite2->reset();
					if (_tempSprite2->_looping) {
						_tempSprite2->_looping = false;
					}
				}
				_currentSprite = _tempSprite2;
			}
		} else {
			_currentSprite = _tempSprite2;
		}
		break;


		//////////////////////////////////////////////////////////////////////////
	case STATE_SEARCHING_PATH:
		// keep asking scene for the path
		if (((AdGame *)_gameRef)->_scene->getPath(BasePoint(_posX, _posY), *_targetPoint, _path, this)) {
			_state = STATE_WAITING_PATH;
		}
		break;


		//////////////////////////////////////////////////////////////////////////
	case STATE_WAITING_PATH:
		// wait until the scene finished the path
		if (_path->_ready) {
			followPath();
		}
		break;


		//////////////////////////////////////////////////////////////////////////
	case STATE_FOLLOWING_PATH:
		getNextStep();
		already_moved = true;
		break;

		//////////////////////////////////////////////////////////////////////////
	case STATE_TALKING: {
		_sentence->update(_dir);
		if (_sentence->_currentSprite) {
			_tempSprite2 = _sentence->_currentSprite;
		}

		bool timeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->isPlaying() && !_sentence->_sound->isPaused())) || (!_sentence->_sound && _sentence->_duration <= _gameRef->getTimer()->getTime() - _sentence->_startTime);
		if (_tempSprite2 == nullptr || _tempSprite2->isFinished() || (/*_tempSprite2->_looping &&*/ timeIsUp)) {
			if (timeIsUp) {
				_sentence->finish();
				_tempSprite2 = nullptr;
				_state = _nextState;
				_nextState = STATE_READY;
			} else {
				_tempSprite2 = getTalkStance(_sentence->getNextStance());
				if (_tempSprite2) {
					_tempSprite2->reset();
					_currentSprite = _tempSprite2;
					((AdGame *)_gameRef)->addSentence(_sentence);
				}
			}
		} else {
			_currentSprite = _tempSprite2;
			((AdGame *)_gameRef)->addSentence(_sentence);
		}
	}
	break;

	//////////////////////////////////////////////////////////////////////////
	case STATE_READY:
		if (!_animSprite && !_animSprite2) {
			if (_sprite) {
				_currentSprite = _sprite;
			} else {
				if (_standSprite) {
					_currentSprite = _standSprite->getSprite(_dir);
				} else {
					AdSpriteSet *anim = getAnimByName(_idleAnimName);
					if (anim) {
						_currentSprite = anim->getSprite(_dir);
					}
				}
			}
		}
		break;
	default:
		error("AdActor::Update - Unhandled enum");
	}


	if (_currentSprite && !already_moved) {
		_currentSprite->getCurrentFrame(_zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100, _zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100);
		if (_currentSprite->isChanged()) {
			_posX += _currentSprite->_moveX;
			_posY += _currentSprite->_moveY;
			afterMove();
		}
	}

	//_gameRef->QuickMessageForm("%s", _currentSprite->_filename);

	updateBlockRegion();
	_ready = (_state == STATE_READY);

	updatePartEmitter();
	updateSpriteAttachments();

	return STATUS_OK;
}
Beispiel #2
0
bool AdEntity::update() {
	_currentSprite = nullptr;

	if (_state == STATE_READY && _animSprite) {
		delete _animSprite;
		_animSprite = nullptr;
	}

	// finished playing animation?
	if (_state == STATE_PLAYING_ANIM && _animSprite != nullptr && _animSprite->isFinished()) {
		_state = STATE_READY;
		_currentSprite = _animSprite;
	}

	if (_sentence && _state != STATE_TALKING) {
		_sentence->finish();
	}

	// default: stand animation
	if (!_currentSprite) {
		_currentSprite = _sprite;
	}

	switch (_state) {
		//////////////////////////////////////////////////////////////////////////
	case STATE_PLAYING_ANIM:
		_currentSprite = _animSprite;
		break;

		//////////////////////////////////////////////////////////////////////////
	case STATE_READY:
		if (!_animSprite) {
			_currentSprite = _sprite;
		}
		break;

		//////////////////////////////////////////////////////////////////////////
	case STATE_TALKING: {
		_sentence->update();
		if (_sentence->_currentSprite) {
			_tempSprite2 = _sentence->_currentSprite;
		}

		bool timeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->isPlaying() && !_sentence->_sound->isPaused())) || (!_sentence->_sound && _sentence->_duration <= _gameRef->getTimer()->getTime() - _sentence->_startTime);
		if (_tempSprite2 == nullptr || _tempSprite2->isFinished() || (/*_tempSprite2->_looping &&*/ timeIsUp)) {
			if (timeIsUp) {
				_sentence->finish();
				_tempSprite2 = nullptr;
				_state = STATE_READY;
			} else {
				_tempSprite2 = getTalkStance(_sentence->getNextStance());
				if (_tempSprite2) {
					_tempSprite2->reset();
					_currentSprite = _tempSprite2;
				}
				((AdGame *)_gameRef)->addSentence(_sentence);
			}
		} else {
			_currentSprite = _tempSprite2;
			((AdGame *)_gameRef)->addSentence(_sentence);
		}
	}
	break;
	default: // Silence unhandled enum-warning
		break;
	}


	if (_currentSprite) {
		_currentSprite->getCurrentFrame(_zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100);
		if (_currentSprite->isChanged()) {
			_posX += _currentSprite->_moveX;
			_posY += _currentSprite->_moveY;
		}
	}

	updateBlockRegion();
	_ready = (_state == STATE_READY);

	if (_theora) {
		int offsetX, offsetY;
		_gameRef->getOffset(&offsetX, &offsetY);
		_theora->_posX = _posX - offsetX;
		_theora->_posY = _posY - offsetY;

		_theora->update();
		if (_theora->isFinished()) {
			_theora->stop();
			delete _theora;
			_theora = nullptr;
		}
	}

	updatePartEmitter();
	updateSpriteAttachments();

	return STATUS_OK;
}