Example #1
0
void HandleGameInput()
{
    // Store the position of the player before we possibly move
    POINT lastPosition = g_Player.GetLastPosition();

    if(g_Input.IsKeyDown(VK_ESCAPE))		// If escape was pressed
        g_Menu.BringUpMenu();				// Bring up the main menu
    else if(g_Input.IsKeyDown(VK_UP))		// If up arrow key was pressed
        g_Player.Move(kUp);					// Move the character up
    else if(g_Input.IsKeyDown(VK_DOWN))		// If down arrow key was pressed
        g_Player.Move(kDown);				// Move the character down
    else if(g_Input.IsKeyDown(VK_LEFT))		// If left arrow key was pressed
        g_Player.Move(kLeft);				// Move the character left
    else if(g_Input.IsKeyDown(VK_RIGHT))	// If right arrow key was pressed
        g_Player.Move(kRight);				// Move the character right


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

    // If we hit space let's toggle on and off the stats at the botton of the screen
    else if(g_Input.IsKeyDown(VK_SPACE))
        g_Map.ToggleStatsFlag();

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


    // Store the new current position of the player
    POINT curPosition = g_Player.GetPosition();

    // Check if the player moved by testing the current position against the last position
    if(lastPosition.x != curPosition.x || lastPosition.y != curPosition.y)
    {
        // We want to draw the screen again if the character moved
        g_Map.SetDrawFlag(true);


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

        // Since we need to pick up items, we need to check for them just like exits, etc.
        g_Map.CheckForItem(curPosition.x, curPosition.y);

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


        // If we run into an NPC, we need to know so we can display dialog
        g_Map.CheckForNpc(curPosition.x, curPosition.y);

        // Set the previous position of the player
        g_Player.SetLastPosition(curPosition);

        // Here we check to see if the player moved into an exit.  If so, exit!
        g_Map.CheckForExit(curPosition.x, curPosition.y);
    }
}
Example #2
0
void HandleGameInput()
{
	// This is not a function in our CInput class.  We wanted the CInput class
	// to be generic and not actually handle our game code, but just tell us what
	// the user did.  We can then make different function to handle the input
	// for a given situation.  We do this for character movement, save\load prompts,
	// menus, etc...
	
	// Let's get the key that the user pressed
	int keyCode = g_Input.GetKeyCode();

	// If we just hit a key from the keyboard, handle the input accordingly.
	if(g_Input.IsKeyboardEvent() && g_Input.IsKeyDown())
	{
		if(keyCode == VK_ESCAPE)			// If escape was pressed
			exit(0);						// Quit the game
		else if(keyCode == VK_UP)			// If up arrow key was pressed
			g_Player.Move(kUp);				// Move the character up
		else if(keyCode == VK_DOWN)			// If down arrow key was pressed
			g_Player.Move(kDown);			// Move the character down
		else if(keyCode == VK_LEFT)			// If left arrow key was pressed
			g_Player.Move(kLeft);			// Move the character left
		else if(keyCode == VK_RIGHT)		// If right arrow key was pressed
			g_Player.Move(kRight);			// Move the character right

		// If the key pressed was for character movement, let's check for special tiles
		if(keyCode == VK_RIGHT || keyCode == VK_LEFT || keyCode == VK_UP || keyCode == VK_DOWN)
		{
			// Here we check if the character stepped on an exit, if so .... exit.
			g_Map.CheckForExit(g_Player.GetPosition().X, g_Player.GetPosition().Y);

			// We want to draw the screen again if the character moved
			g_Map.SetDrawFlag(true);
		}
	}
}
Example #3
0
void HandleGameInput()
{
	// Store the position of the player before we possibly move
	POINT lastPosition = g_Player.GetLastPosition();

	if(g_Input.IsKeyDown(VK_ESCAPE))		// If escape was pressed
		g_Menu.BringUpMenu();				// Bring up the main menu
	else if(g_Input.IsKeyDown(VK_UP))		// If up arrow key was pressed
		g_Player.Move(kUp);					// Move the character up
	else if(g_Input.IsKeyDown(VK_DOWN))		// If down arrow key was pressed
		g_Player.Move(kDown);				// Move the character down
	else if(g_Input.IsKeyDown(VK_LEFT))		// If left arrow key was pressed
		g_Player.Move(kLeft);				// Move the character left
	else if(g_Input.IsKeyDown(VK_RIGHT))	// If right arrow key was pressed
		g_Player.Move(kRight);				// Move the character right
		else if(g_Input.IsKeyDown(VK_SPACE)) // If space bar was pressed
			g_Map.ToggleStatsFlag();		// Turn on and off the stats menu

	// Store the new current position of the player
	POINT curPosition = g_Player.GetPosition();

	// Check if the player moved by testing the current position against the last position
	if(lastPosition.x != curPosition.x || lastPosition.y != curPosition.y)
	{


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

		// This function updates our party to take the last position of the
		// party member in front of them.  If we have 3 players in our party
		// there will be a domino effect each time the main player moves.  The
		// second player will take the last step of the first player, and the
		// third player will take the last step of the second player.  They follow
		// you every step of the way...  What a loyal party :)
		g_Player.MoveParty();

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


		// We want to draw the screen again if the character moved
		g_Map.SetDrawFlag(true);

		// Since we need to pick up items, we need to check for them just like exits, etc.
		g_Map.CheckForItem(curPosition.x, curPosition.y);

		// If we run into an NPC, we need to know so we can display dialog
		g_Map.CheckForNpc(curPosition.x, curPosition.y);


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

		// Now that we have monsters moving around we need to check to see if we
		// ran into them so we know when to attack.  Notice that this takes no
		// parameters.  This is because we do a loop inside that goes through all
		// of our party members and checks if they ran into the monster.
		g_Map.CheckForMonster();

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


		// Set the previous position of the player
		g_Player.SetLastPosition(curPosition);

		// Here we check to see if the player moved into an exit.  If so, exit!
		g_Map.CheckForExit(curPosition.x, curPosition.y);
	}
}