Esempio n. 1
0
void Enemy::moveUp(int px)
{
	Action GoUp;
	GoUp.is_blocking = true;
	GoUp.thread_id = 1;
	Action AnimReset;
	AnimReset.is_blocking = true;
	AnimReset.thread_id = 1;

	GoUp.action = get_action([this, px](sf::Time dt)
	{
		if (getAnimationState() != static_cast<int>(Animations::GoUp))
		{
			animation.play();
			changeAnimation(static_cast<int>(Animations::GoUp));
			getAnimation().play();
		}
		return goUpUntil(px, dt);
	});

	AnimReset.action = get_action([this](sf::Time dt)
	{
		animation.reset();
		return false;
	});

	action_tree.push(GoUp);
	action_tree.push(AnimReset);
}
Esempio n. 2
0
void Npc::moveUp(int px)
{
	Action GoUp;
	Action AnimReset;

	GoUp.action = get_action<Npc>([this, px](Npc &npc, sf::Time dt)
	{
		if (getAnimationState() != static_cast<int>(Animations::GoUp))
		{
			animation.play();
			changeAnimation(static_cast<int>(Animations::GoUp));
			getAnimation().play();
		}
		return goUpUntil(px);
	});

	AnimReset.action = get_action<Npc>([this](Npc &npc, sf::Time dt)
	{
		animation.reset();
		return false;
	});

	action_queue.push(GoUp);
	action_queue.push(AnimReset);
}
void Game::createScene()
{
	sinbad = new GameObject("sinbad", "Sinbad.mesh", mSceneMgr->getRootSceneNode(), mSceneMgr);

	sinbad->setVelocity(Ogre::Vector3(25, 0, 25));

	auto ent = static_cast<Ogre::Entity*>(sinbad->getNode()->getAttachedObject("sinbad"));
	ent->getSkeleton()->setBlendMode(Ogre::ANIMBLEND_CUMULATIVE);

	const auto setupAnimPair = [&](int i, const std::string& name) {
		animStates[i] = ent->getAnimationState(name + "Base");
		animStates[i + 1] = ent->getAnimationState(name + "Top");
		for (int j = i; j < i + 1; ++j) {
			animStates[j]->setLoop(true);
			animStates[j]->setEnabled(false);
		}
	};
	setupAnimPair(0, "Idle");
	setupAnimPair(2, "Run");
}
Esempio n. 4
0
void Enemy::die()
{
	Action die;
	die.thread_id = 0;

	die.action = get_action([this](sf::Time dt)
	{
		if (getAnimationState() != static_cast<int>(Animations::Die))
		{
			changeAnimation(static_cast<int>(Animations::Die));
			animation.play();
		}

		return animation.isEndLoop();
	});

	action_tree.push(die);

}
Esempio n. 5
0
void LLFloaterAO::onComboBoxCommit(LLUICtrl* ctrl, void* userdata)
{
	LLComboBox* box = (LLComboBox*)ctrl;
	if(box)
	{
		if (box->getName() == "stand")
		{
			stand_iterator = box->getCurrentIndex();
			if (mAOStandTimer) mAOStandTimer->reset();
			ChangeStand(TRUE);
		}
		else
		{
			std::string stranim = box->getValue().asString();

			for (std::vector<struct_combobox>::iterator iter = mComboBoxes.begin(); iter != mComboBoxes.end(); ++iter)
			{
				if (box->getName() == iter->name)
				{
					gSavedPerAccountSettings.setString("PhoenixAODefault"+iter->name,stranim);
					int boxstate = iter->state;

					for (std::vector<struct_default_anims>::iterator iter = mAODefaultAnims.begin(); iter != mAODefaultAnims.end(); ++iter)
					{
						if (boxstate == iter->state)
						{
							iter->ao_id = GetAnimIDByName(stranim);
							if (getAnimationState() == boxstate) // only play anim for the current state, change sits for example
							{
								startAOMotion(iter->ao_id,TRUE,TRUE);
							}
							return;
						}
					}
				}
			}
		}
	}
}
    //---------------------------------------------------------------------
    AnimationStateSet::AnimationStateSet(const AnimationStateSet& rhs)
        : mDirtyFrameNumber(std::numeric_limits<unsigned long>::max())
    {
        // lock rhs
            OGRE_LOCK_MUTEX(rhs.OGRE_AUTO_MUTEX_NAME);

        for (AnimationStateMap::const_iterator i = rhs.mAnimationStates.begin();
            i != rhs.mAnimationStates.end(); ++i)
        {
            AnimationState* src = i->second;
            mAnimationStates[src->getAnimationName()] = 
                OGRE_NEW AnimationState(this, *src);
        }

        // Clone enabled animation state list
        for (EnabledAnimationStateList::const_iterator it = rhs.mEnabledAnimationStates.begin();
            it != rhs.mEnabledAnimationStates.end(); ++it)
        {
            const AnimationState* src = *it;
            mEnabledAnimationStates.push_back(getAnimationState(src->getAnimationName()));
        }
    }