Example #1
0
void updateScreen(AppState* App)
{

if(App->puck->posx == App->player1->posx)
{
	if( 
		App->puck->posy  < App->player1->posy + App->player1->size/2 +1
		&&
		App->puck->posy  > App->player1->posy - App->player1->size/2-1
	  )
	{
		App->puck->vx = abs(App->puck->vx);
		App->puck->vy += App->player1->vy;
	}
}
if(App->puck->posx == App->player2->posx)
{
	if( 
		App->puck->posy  < App->player2->posy + App->player2->size/2+1 
		&&
		App->puck->posy  > App->player2->posy - App->player2->size/2-1
	  )
	{
		App->puck->vx = - abs(App->puck->vx);
		App->puck->vy+=App->player2->vy;
	}
	
}
//rprintf("pong: p1y %d p2y %d puckx %d pucky %d  \n",App->player1->posy,App->player2->posy,App->puck->posx,App->puck->posy);
moveActor(App,App->player1,cycle);
moveActor(App,App->player2,cycle);
moveActor(App,App->puck,puck);		
}
Example #2
0
	/**
	 * Calls the moveActor function, but uses relative positions instead of absolute.
	 */
	void ActorManager::moveActorRel(actor::ActorBase * actor,const vec2 pos){
		vec2 absPos = actor->getPosition();

		absPos += pos;

		moveActor(actor,absPos);
	}
Example #3
0
void walkActorPath(character *actor) {
	int nx, ny;
	
	if (TCOD_path_size(actor->path)) {
		TCOD_path_walk(actor->path, &nx, &ny, true);
		
		moveActor(actor, nx - actor->x, ny - actor->y);
	}
}