Exemple #1
0
static bool
flow (struct anim *k)
{
  struct pos hanged_pos;

  if (k->oaction != kid_unclimb) k->i = 14;
  if (k->oaction == kid_climb) k->i = 3;

  if (k->i == 0) {
    kid_hang (k);
    return false;
  }

  if (k->i == 14) {
    get_hanged_pos (&k->hang_pos, k->f.dir, &hanged_pos);
    place_frame (&k->f, &k->f, kid_climb_frameset[13].frame,
                 &hanged_pos, 18, 25);
  }

  k->i--;

  k->fo.b = kid_climb_frameset[k->i].frame;
  k->fo.dx = -kid_climb_frameset[k->i + 1].dx;
  k->fo.dy = -kid_climb_frameset[k->i + 1].dy;

  if (k->oaction == kid_climb) k->fo.dx += +2;
  if (k->i == 1) k->fo.dx += -3;

  return true;
}
Exemple #2
0
static bool
flow (struct anim *k)
{
  if (k->oaction != kid_turn)
    k->i = -1, k->misstep = k->hang = false;

  if (! k->turn)
    k->turn = ((k->f.dir == RIGHT) && k->key.left)
      || ((k->f.dir == LEFT) && k->key.right);
  bool run = ((k->f.dir == RIGHT) ? k->key.right : k->key.left)
    && ! k->key.shift;
  bool jump = ((k->f.dir == RIGHT) && k->key.right && k->key.up)
    || ((k->f.dir == LEFT) && k->key.left && k->key.up);
  bool couch = k->key.down;

  if (k->i == 3) {
    int dc = dist_collision (&k->f, false, &k->ci);
    int df = dist_fall (&k->f, false);

    if (k->hang) kid_hang (k);
    else if (k->turn) {
      k->i = -1; k->turn = false;
      k->action = kid_normal;
      kid_turn (k);
    }
    else if (couch) kid_couch (k);
    else if (jump) kid_jump (k);
    else if (run && dc > PLACE_WIDTH && df > PLACE_WIDTH)
      kid_start_run (k);
    else kid_stabilize (k);

    return false;
  }

  if (k->f.b == kid_keep_sword_frameset[9].frame) k->i = 2;

  /* hang */
  if (k->oaction == kid_fall
      || k->oaction == kid_jump
      || k->oaction == kid_run_jump
      || k->oaction == kid_hang_free
      || k->oaction == kid_hang_wall) {
    k->i = 2, k->hang = true;
    place_frame (&k->f, &k->f, kid_turn_frameset[2].frame,
                 &k->hang_pos, (k->f.dir == LEFT)
                 ? 7 : PLACE_WIDTH, +4);
  }

  select_frame (k, kid_turn_frameset, k->i + 1);

  if (k->f.b == kid_stabilize_frameset[0].frame) k->fo.dx = +6;
  if (k->f.b == kid_stabilize_frameset[1].frame) k->fo.dx = +10;
  if (k->f.b == kid_stabilize_frameset[2].frame) k->fo.dx = +8;
  if (k->f.b == kid_stabilize_frameset[3].frame) k->fo.dx = +4;
  if (k->f.b == kid_turn_frameset[3].frame) k->fo.dx = +3;
  if (k->f.b == kid_keep_sword_frameset[9].frame) k->fo.dx = -2;

  return true;
}
Exemple #3
0
static bool
flow (struct anim *k)
{
  struct coord nc; struct pos np, pm, ptf;

  if (k->oaction != kid_jump)
    k->i = -1, k->misstep = k->hang = false;

  bool hang_front = ((k->f.dir == LEFT) ? k->key.left : k->key.right)
    && ! k->key.up && k->key.shift;

  bool hang_back = ((k->f.dir == LEFT) ? k->key.right : k->key.left)
    && ! k->key.up && k->key.shift;

  int back_dir = (k->f.dir == LEFT) ? RIGHT : LEFT;

  /* hang front */
  survey (_m, pos, &k->f, &nc, &pm, &np);
  survey (_tf, pos, &k->f, &nc, &ptf, &np);
  if (k->i >= 8 && k->i <= 10 && hang_front
      && (is_hangable_pos (&pm, k->f.dir)
          || is_hangable_pos (&ptf, k->f.dir))) {
    if (is_hangable_pos (&pm, k->f.dir)) k->hang_pos = pm;
    else if (is_hangable_pos (&ptf, k->f.dir)) k->hang_pos = ptf;
    pos2room (&k->hang_pos, k->f.c.room, &k->hang_pos);
    k->hang = true;
    play_sample (hang_on_fall_sample, k->f.c.room);
    kid_hang (k);
    return false;
  }

  /* hang back */
  survey (_tf, pos, &k->f, &nc, &ptf, &np);
  if (k->i >= 8 && k->i <= 10
      && hang_back && is_hangable_pos (&ptf, back_dir)) {
    k->hang_pos = ptf;
    pos2room (&k->hang_pos, k->f.c.room, &k->hang_pos);
    k->hang = true;
    play_sample (hang_on_fall_sample, k->f.c.room);
    kid_turn (k);
    return false;
  }

  if (k->i == 17) {
    kid_normal (k);
    return false;
  }

  select_frame (k, kid_jump_frameset, k->i + 1);

  if (k->f.b == kid_stabilize_frameset[0].frame) k->fo.dx = +2;
  if (k->f.b == kid_stabilize_frameset[1].frame) k->fo.dx = +6;
  if (k->f.b == kid_stabilize_frameset[2].frame) k->fo.dx = +4;
  if (k->f.b == kid_stabilize_frameset[3].frame) k->fo.dx = +0;

  return true;
}