Example #1
0
void c_stageOne::logic()
{
	entityManager.logicAll();

	if ( check_collision(entityManager.get(0)->getBox(), player->getBox()) ){
		set_next_State( STATE_HOUSE1 );
	}

	else if ( check_collision(entityManager.get(1)->getBox(), player->getBox()) ){
		set_next_State( STATE_HOUSE2 );
	}

	else if ( check_collision(entityManager.get(2)->getBox(), player->getBox()) ){
		set_next_State( STATE_STORE );
	}

	else if (check_collision(entityManager.get(3)->getBox(), player->getBox()) ){
		set_next_State( STATE_MANOR );
	}

	else if (check_collision(exit, player->getBox()) && c_Manor_2F::isVisited){
		set_next_State(STATE_GAMEWIN_WITH_FRIEND);
	}

	else if (check_collision(exit, player->getBox()) && !c_Manor_2F::isVisited){
		narrator.setMessage( "No point in turning back now..." );
	}

	else
		narrator.setMessage("");

	if (enemy != NULL){
		narrator.setMessage("You feel a cold wind through the air...");
	}
}
Example #2
0
void c_Manor::logic()
{
	entityManager.logicAll();

	if ( check_collision( manor_player->getBox(), exit->getBox() ) == true ){
		set_next_State( STATE_OVERWORLD );
	}

	else if ( check_collision( manor_player->getBox(), upStairs->getBox() ) == true ){
		set_next_State( STATE_MANOR2F );
	}
}
Example #3
0
void c_Store::logic()
{
	entityManager.logicAll();
	
	if(!store_player->deadfriend_visited){
	update_stereo_Position();
	}

	if (check_collision( store_player->getBox(), exit->getBox()) == true ){
		set_next_State(STATE_OVERWORLD);
	}

	else if (check_collision( store_player->getBox(), extensionDoor) == true ){
		set_next_State(STATE_STORE_EXTENSION);
	}
}
Example #4
0
void c_Store_Extension::logic()
{
	entityManager.logicAll();

	if ( check_collision(store_player->getBox(), exit) ){
		set_next_State(STATE_STORE);
	}
}
void c_Manor_2F::logic()
{
	entityManager.logicAll();

	if ( check_collision( manor_player->getBox(), exit->getBox() ) == true )
	{
		set_next_State(STATE_MANOR);
	}
}