void FieldCharacter::Reset() { ResetAnimations(); pCurrentAnimation = NULL; SetIsMouseOver(false); SetIsClicked(false); isBegun = false; }
void World::ListenNextFrame(SDL_Event *event) { ResetAnimations(); if (savegame->getVisible()) { savegame->ListenNextFrame(event); } else if (textBubble->getVisible()) { if ((event->type == SDL_MOUSEBUTTONUP) && (event->button.button == SDL_BUTTON_LEFT )) { int x = event->button.x; int y = event->button.y; if (( x > textBubbleButton->box.x ) && ( x < textBubbleButton->box.x + textBubbleButton->box.w ) && ( y > textBubbleButton->box.y ) && ( y < textBubbleButton->box.y + textBubbleButton->box.h )) { textBubble->ContinueMessage(); } } if (event->type == SDL_MOUSEMOTION) { int x = event->motion.x; int y = event->motion.y; if (( x > textBubbleButton->box.x ) && ( x < textBubbleButton->box.x + textBubbleButton->box.w ) && ( y > textBubbleButton->box.y ) && ( y < textBubbleButton->box.y + textBubbleButton->box.h )) { textBubbleButton->setOver(true); } else { textBubbleButton->setOver(false); } } } else { if( event->type == SDL_KEYDOWN ) { switch( event->key.keysym.sym ) { case SDLK_UP: party->WalkUp(); break; case SDLK_DOWN: party->WalkDown(); break; case SDLK_LEFT: party->WalkLeft(); break; case SDLK_RIGHT: party->WalkRight(); break; case SDLK_ESCAPE:{ break;} default: break; } } if( event->type == SDL_KEYUP ) { switch( event->key.keysym.sym ) { case SDLK_UP: party->StopWalkUp(); break; case SDLK_DOWN: party->StopWalkDown(); break; case SDLK_LEFT: party->StopWalkLeft(); break; case SDLK_RIGHT: party->StopWalkRight(); break; default: break; } } } }