Example #1
0
void Monster::process_hit()
{
    if (m_action == HitPerish) {
        set_vx(0);
        if (m_perish_timer.expired(get_attribute("perish_time"))) {
            set_action(HitPerished);
        }
    }
    else if (m_hit_timer.expired(get_attribute("hit_time"))) {
        set_vx(0);
        set_lock_direction(false);
        reset_hit();
    }
}
Example #2
0
void Player::player_move(Map *map)
{
    Actor::move(map);

    check_water(map);

    int input = get_input();

    const Tmx::Tileset *tileset = map->get_tileset(0);
    const Tmx::PropertySet prop = tileset->GetProperties();

    // Check if on catapult
    int catid = prop.GetNumericProperty("catapult");
    if (catid && check_below(map, 1, catid, catid) == 0) {
        if (input & PRESS_RIGHT) {
            set_vx(get_attribute("move_speed"));
        }
        else if (input & PRESS_LEFT) {
            set_vx(-get_attribute("move_speed"));
        }
        set_jump(map, true);
    }

    switch(m_action) {
        case Still:
            set_vx(0);

        case Move:
            // Check for crouch or move
            if (input & PRESS_DOWN) {
                set_action(Crouch);
            }
            else if (input & PRESS_RIGHT) {
                animate_move();
                set_action(Move);
                set_vx(get_attribute("move_speed"));
            }
            else if (input & PRESS_LEFT) {
                animate_move();
                set_action(Move);
                set_vx(-get_attribute("move_speed"));
            }
            else {
                set_action(Still);
            }

            // Check for jump
            if (input & PRESS_JUMP) {
                if (m_jump_ready && m_hit_ground) {
                    if (input & PRESS_RIGHT) {
                        set_vx(get_attribute("move_speed"));
                    }
                    else if (input & PRESS_LEFT) {
                        set_vx(-get_attribute("move_speed"));
                    }
                    set_jump(map, false);
                }
                m_jump_ready = false;
            }
            else {
                // Restore jump lock
                m_jump_ready = true;
            }

            Body::move(map);
            if (get_fall()) {
                set_action(Fall);
            }
            break;

        case Fall:
            // Check for change of direction during fall
            if (input & PRESS_RIGHT) {
                set_vx(get_attribute("move_speed"));
            }
            else if (input & PRESS_LEFT) {
                set_vx(-get_attribute("move_speed"));
            }

            Body::move(map);
            if (!get_fall()) {
                m_hit_ground = true;
                set_action(Still);
            }
            break;

        case Jump:
        case Catapult:
            Body::move(map);
            if (get_fall()) {
                set_action(Fall);
            }
            break;

        case Crouch:
            set_vx(0);
            Body::move(map);
            if (!get_fall()) {
                m_hit_ground = true;
            }

            if (!(input & PRESS_DOWN)) {
                set_action(Still);
            }
            break;

        case Hit:
            if (m_hit_timer.expired(get_attribute("hit_time"))) {
                set_vx(0);
                set_lock_direction(false);
                reset_hit();
            }
            Body::move(map);
            break;

        case HitPerish:
            animate_perish();
            set_speed(0, -get_attribute("move_speed"));
            Body::move(map);
            if (m_y < -get_image_height()) {
                set_solid(true);
                set_invisible(false);
                set_action(HitPerished);
            }
            break;

        case Attack:
        case AttackLow:
            if (animate_attack()) {
                reset_attack();
            }
            Body::move(map);
            if (!get_fall()) {
                m_hit_ground = true;
            }
            break;

        default:
            Body::move(map);
            break;
    }
}
Example #3
0
void LockFlyer::move(Map *map)
{
    Monster::move(map);

    if (m_hit == HitOne) {
        if (m_hit_timer.expired(get_attribute("hit_time"))) {
            m_dx = 0;
            reset_hit();
        }
        else {
            // Move backwards
            m_dx = get_attribute("move_speed");

            // Check for collision with map
            check_behind(map);

            // Right of player
            if (get_reference() == Right) {
                m_x -= m_dx;
            }
            else {
                m_x += m_dx;
            }
        }
    }

    switch(m_action) {
        case Still:
            if (m_hit == HitNone) {
                if (m_attack_timer.check(get_attribute("attack_timer"))) {
                    const Sprite *spr = get_sprite();
                    int dist = get_attribute("attack_distance");
                    int x = m_xref - get_front();
                    int y = m_yref - (get_y() + spr->get_height() / 2);
                    if (x * x + y * y < dist * dist) {
                        m_attack_timer.reset();
                        set_move_dir();
                        m_lock_y = m_yref + spr->get_height() / 2;
                    }
                }
            }
            break;

        case Move:
            if (m_hit == HitNone) {
                const Sprite *spr = get_sprite();
                if (abs(m_lock_y - m_y) > get_attribute("move_speed")) {
                    if (m_y < m_lock_y) {
                        m_vertical_dir = VerticalDown;
                    }
                    else if (m_y > m_lock_y) {
                        m_vertical_dir = VerticalUp;
                    }
                }
                else {
                    m_vertical_dir = VerticalNone;
                }

                // Move
                if (m_vertical_dir == VerticalDown) {
                    m_dy = get_attribute("move_speed");
                    check_below(map);
                    if (!m_dy) {
                        set_action(Still);
                    }
                    else {
                        m_y += m_dy;
                    }
                }
                else if (m_vertical_dir == VerticalUp) {
                    m_dy = get_attribute("move_speed");
                    check_above(map);
                    if (!m_dy) {
                        set_action(Still);
                    }
                    else {
                        m_y -= m_dy;
                    }
                }
                else {
                    m_dx = get_attribute("move_speed");
                    face_reference(get_attribute("turn_width"));
                    check_ahead(map);
                    if (!m_dx) {
                        set_action(Still);
                    }
                    else {
                        if (m_dir == Right) {
                            m_x += m_dx;
                        }
                        else if (m_dir == Left) {
                            m_x -= m_dx;
                        }
                    }
                }
                animate_move();
            }
            break;

        default:
            break;
    }
}