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(); } }
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; } }
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; } }