Exemple #1
0
/**
 * @brief Updates this state.
 */
void Hero::PushingState::update() {

  State::update();

  if (is_moving_grabbed_entity()) { // the hero is pushing an entity and is currently moving it (typically a block)

    // detect when the hero movement is finished
    // because the hero has covered 16 pixels, has reached an obstacle or has aligned the entity on the grid

    PathMovement *movement = (PathMovement*) hero.get_movement();

    bool horizontal = pushing_direction4 % 2 == 0;
    bool has_reached_grid = movement->get_total_distance_covered() > 8
      && ((horizontal && hero.is_aligned_to_grid_x()) || (!horizontal && hero.is_aligned_to_grid_y()));

    if (movement->is_finished() || has_reached_grid) {
      stop_moving_pushed_entity();
    }
  }
  else { // the hero is pushing a fixed obstacle

    // stop pushing if there is no more obstacle
    if (!hero.is_facing_obstacle()) {
      hero.set_state(new FreeState(hero));
    }

    // stop pushing if the player changes his direction
    else if (get_controls().get_wanted_direction8() != pushing_direction4 * 2) {

      if (get_controls().is_key_pressed(GameControls::ACTION)) {
	hero.set_state(new GrabbingState(hero));
      }
      else {
	hero.set_state(new FreeState(hero));
      }
    }

    // see if the obstacle pushed is an entity that the hero can move
    else {
 
      Detector *facing_entity = hero.get_facing_entity();
      if (facing_entity != NULL) { // the obstacle pushed is an entity

	if (facing_entity->get_type() == BLOCK) { // it can be moved by the hero (TODO dynamic binding)
	  hero.try_snap_to_facing_entity();
	}

	if (facing_entity->moved_by_hero()) {

	  std::string path = "  ";
	  path[0] = path[1] = '0' + pushing_direction4 * 2;

	  hero.set_movement(new PathMovement(path, 40, false, false, false));
	  pushed_entity = facing_entity;
	}
      }
    }
  }
}
Exemple #2
0
/**
 * @brief Notifies this state that the hero has just failed to change its
 * position because of obstacles.
 */
void Hero::PushingState::notify_obstacle_reached() {

  if (is_moving_grabbed_entity()) {
    // an obstacle is reached before the 16 pixels are completed
    //std::cout << "stop moving block: the hero has reached an obstacle\n";
    stop_moving_pushed_entity();
  }
}
Exemple #3
0
/**
 * @brief Notifies this state that the movement if finished.
 */
void Hero::PushingState::notify_movement_finished() {

  if (is_moving_grabbed_entity()) {
    // the 16 pixels of the path are completed
    //std::cout << "stop moving block: 16 pixels were completed\n";
    stop_moving_pushed_entity();
  }
}
Exemple #4
0
/**
 * @brief Notifies the hero that the entity he is pushing cannot move any more because of a collision.
 */
void Hero::PushingState::notify_grabbed_entity_collision() {

  // the hero has moved one pixel too much
  // because he moved before the block, not knowing that the block would not follow him

  static const Rectangle opposite_dxy[] = {
    Rectangle(-1, 0),
    Rectangle( 0, 1),
    Rectangle( 1, 0),
    Rectangle( 0,-1)
  };

  // go back one pixel into the opposite direction
  Rectangle bounding_box = hero.get_bounding_box();
  bounding_box.add_xy(opposite_dxy[pushing_direction4]);
  hero.set_bounding_box(bounding_box);

  stop_moving_pushed_entity();
}
Exemple #5
0
/**
 * @brief Notifies this state that the hero has just changed its
 * position.
 */
void Hero::PushingState::notify_position_changed() {

  if (is_moving_grabbed_entity()) {
    // if the entity has made more than 8 pixels and is aligned on the grid,
    // we stop the movement

    PathMovement *movement = (PathMovement*) hero.get_movement();

    bool horizontal = pushing_direction4 % 2 == 0;
    bool has_reached_grid = movement->get_total_distance_covered() > 8
      && ((horizontal && pushed_entity->is_aligned_to_grid_x())
          || (!horizontal && pushed_entity->is_aligned_to_grid_y()));

    if (has_reached_grid) {
      //std::cout << "stop moving block: the entity has reached the grid\n";
      stop_moving_pushed_entity();
    }
  }
}
Exemple #6
0
/**
 * @brief Notifies the hero that the entity he is pushing cannot move any more because of a collision.
 */
void Hero::PushingState::notify_grabbed_entity_collision() {

  //std::cout << "stop moving block: the block has reached an obstacle\n";
  stop_moving_pushed_entity();
}