void ButtonRenderComponent::toggleSprites(){ if (secondImage){ if (secondImage == currentImage){ changeSprite(firstImage); } else { changeSprite(secondImage); } } }
void ButtonLayer::checkPress() { if (rightButtonFlag) { if (XMX_Button_isNeedResponse(UR)) { int n = rState; int t = XMX_Button_getMainState(UR); setUpRightButton(right, 111-n-t); setDownRightButton(right, n); changeSprite(rS, t); XMX_Button_responsed(UR); } if (XMX_Button_isNeedResponse(DR)) { int n = rState; int t = XMX_Button_getMainState(DR); setDownRightButton(right, 111-n-t); setUpRightButton(right, n); changeSprite(rS, t); XMX_Button_responsed(DR); } } if (leftButtonFlag) { if (XMX_Button_isNeedResponse(UL)) { int n = lState; int t = XMX_Button_getMainState(UL); setUpLeftButton(left, 111-n-t); setDownLeftButton(left, n); changeSprite(lS, t); XMX_Button_responsed(UL); } if (XMX_Button_isNeedResponse(DL)) { int n = lState; int t = XMX_Button_getMainState(DL); setDownLeftButton(left, 111-n-t); setUpLeftButton(left, n); changeSprite(lS, t); XMX_Button_responsed(DL); } } }
void ButtonRenderComponent::toggleSprites(int num){ // if we have two different sprites if (secondImage){ int image = (num == 1) ? firstImage : secondImage; /*sceneMan->RemoveObject(objRef); AssignSprite(sceneMan->InstantiateObject(sceneMan->findLayer(layer), image, gameObjectRef->posX, gameObjectRef->posY));*/ changeSprite(image); } }
void ButtonLayer::RGBRGBMode() { setUpRightButton(right, GREEN); setDownRightButton(right, BLUE); setUpLeftButton(left, GREEN); setDownLeftButton(left, BLUE); rS = Sprite::create(); changeSprite(rS, RED); SETSIZE(rS, 0.1); rS->setPosition(Point(right, (up+down)/2)); this->addChild(rS); lS = Sprite::create(); changeSprite(lS, RED); SETSIZE(lS, 0.1); lS->setPosition(Point(left, (up+down)/2)); this->addChild(lS); rightButtonFlag = true; leftButtonFlag = true; }
void Friend::alarmAction(int type){ switch(type){ case 0: //Changes sprite to enemy changeSprite(false); alarm->addTimer(1, .2f); soundBlink.play(); break; case 1: //Set Friend //Should possibly be a function call changeSprite(true); blinkTime *= 0.81f; alarm->addTimer(0, blinkTime); if(blinkTime < 0.04f){ friendHandler->transform(position); } break; case 2: newAction(); break; case 3: active = true; sprPerson.setColor(sf::Color(255,255,255,255)); break; } }
void Friend::setAtPlayer(bool newAtPlayer, sf::Vector2f playerPos){ if(atPlayer != newAtPlayer){ if(newAtPlayer){ alarm->deleteTimer(0); alarm->deleteTimer(1); alarm->deleteTimer(2); changeSprite(true); }else{ startBlink(); newAction(); } atPlayer = newAtPlayer; }else if(atPlayer){ moving = false; movement.x = playerPos.x - position.x; movement.y = playerPos.y - position.y; } }
static void initSprites_Underground() { changeSprite( TYPE_WALL_TOP, 4, 6 ); changeSprite( TYPE_WALL, 5, 6 ); changeSprite( TYPE_WALL_STAIR, 4, 6 ); changeSprite( TYPE_GROUND_TOP, 6, 2 ); changeSprite( TYPE_GROUND, 7, 2 ); changeSprite( TYPE_GROUND_STAIR, 6, 2 ); changeSprite( TYPE_GRASS, 40, 0 ); changeSprite( TYPE_GRASS_BIG, 40, 1 ); changeSprite( TYPE_PILLAR_TOP, 48, 1 ); changeSprite( TYPE_PILLAR, 49, 1 ); changeSprite( TYPE_PILLAR_BOTTOM, 50, 1 ); changeSprite( TYPE_DOOR, 10, 0 ); changeSprite( TYPE_LADDER, 12, 2 ); }
static void initSprites_Castle() { changeSprite( TYPE_WALL_TOP, 4, 6 ); changeSprite( TYPE_WALL, 5, 6 ); changeSprite( TYPE_WALL_FAKE, 5, 6 ); changeSprite( TYPE_WALL_STAIR, 4, 6 ); changeSprite( TYPE_GROUND_TOP, 6, 3 ); changeSprite( TYPE_GROUND, 7, 3 ); changeSprite( TYPE_GROUND_FAKE, 7, 3 ); changeSprite( TYPE_GROUND_STAIR, 6, 3 ); changeSprite( TYPE_GRASS, 40, 0 ); changeSprite( TYPE_GRASS_BIG, 40, 1 ); changeSprite( TYPE_PILLAR_TOP, 26, 2 ); changeSprite( TYPE_PILLAR, 27, 2 ); changeSprite( TYPE_PILLAR_BOTTOM, 28, 2 ); changeSprite( TYPE_DOOR, 10, 0 ); changeSprite( TYPE_LADDER, 12, 2 ); }
void ButtonRenderComponent::setToDefault(){ changeSprite(firstImage); }