Example #1
0
TriggerObject::TriggerObject(Mesh* mesh, TRIGGEROBJECTS objectName, Vector3 Pos, Vector3 scale, float angle, bool active, SoundManager &sfx_mano, Player* player)
{
	/* set object */
	Set("checking", mesh, NULL, false, false);
	translateObject(Pos.x, Pos.y, Pos.z);
	scaleObject(scale.x, scale.y, scale.z);
	type = objectName;
	this->active = active; //render

	/* set boundbox */
	collideBound.Set(Pos, scale, Collision::BOX);

	this->player = player;

	isTriggered = true; //trigger
	triggerTimer = 0;
	initialPos = Pos;
	speed = 10.f;
	arrowCooldown = 1.f;

	my_sfx_man = &sfx_mano;

	triggerTimer = 0.f;
	duration = 0.f;
}
Example #2
0
GameObject::GameObject(Mesh* mesh, Vector3 Pos, Vector3 scale, bool active)
{
	/* set object */
	Set("", mesh, NULL, false, false);
	translateObject(Pos.x, Pos.y, Pos.z);
	scaleObject(scale.x, scale.y, scale.z);
	this->active = active; //render

	/* set boundbox */
	collideBound.Set(Pos, scale, Collision::BOX);
}
Example #3
0
Player::Player(Mesh* mesh, Vector3 Pos, Vector3 scale, float angle, float Speed, bool active, SoundManager &sfx_mano)
{
	PLAYER_SPEED = 4;
	score = 0;
	health = 100;
	stamina = 100;
	damage = 10;
	throwingCoin = false;

	/* set object */
	Set("sdfdf", mesh, NULL, false, false);
	translateObject(Pos.x, Pos.y, Pos.z);
	scaleObject(scale.x, scale.y, scale.z);

	/* set angle */
	angleZ = angle;

	/* set physics */
	info.setSpeed(Speed);
	info.setDir(Vector2(1, 0));	//should be based on angle
	info.setTimer(0);

	/* set boundbox */
	collideBound.Set(Pos, scale, Collision::BOX);
	invisible = false;

	jumpSpeed = 0;

	setType(GO_PLAYER);
	// Sound setup
	my_sfx_man = &sfx_mano;

	deceleration = 15;
	vel = 0;
	LeftOrRight = false;
	UpOrDown = false;
	checkLR = false;
	checkUD = false;

	/* drop rate */
	dropRate = 0.1;
	dropTimer = dropRate;

	/* Store all non-invisibility sprites */
	//Player sprites
	Sprite_invisibility_texture_file_path = "Image//Sprites//Hero2_invisible.tga";

	storeSpriteAnimation("black guard", 21, 13, "Image//Sprites//Hero2.tga");
	processSpriteAnimation(Player::UP, 0.5f, 0, 8, 8, 8, 1);
	processSpriteAnimation(Player::DOWN, 0.5f, 0, 10, 8, 10, 1);
	processSpriteAnimation(Player::LEFT, 0.5f, 0, 9, 8, 9, 1);
	processSpriteAnimation(Player::RIGHT, 0.5f, 0, 11, 8, 11, 1);
	processSpriteAnimation(Player::ATTACKUP, 0.5f, 0, 4, 7, 4, 1);
	processSpriteAnimation(Player::ATTACKDOWN, 0.5f, 0, 6, 7, 6, 1);
	processSpriteAnimation(Player::ATTACKLEFT, 0.5f, 0, 5, 7, 5, 1);
	processSpriteAnimation(Player::ATTACKRIGHT, 0.5f, 0, 7, 7, 7, 1);

	/* Set coin list */
	for(int i = 0; i < 20; ++i)
	{
		Coin* coin;
		coin = new Coin(Geometry::meshList[Geometry::GEO_COIN], false);
		coinList.push_back(coin);
	}

	throwTime = 7.f;
	throwTimer = throwTime;
}