/** * \brief Stops displaying the sword and the sword stars (if any). */ void HeroSprites::stop_displaying_sword() { if (is_sword_visible()) { sword_sprite->stop_animation(); } stop_displaying_sword_stars(); }
/** * \brief Changes the direction of the hero's sprites. * * It is different from the movement direction. * * \param direction the direction to set (0 to 3) */ void HeroSprites::set_animation_direction(int direction) { Debug::check_assertion(direction >= 0 && direction < 4, "Invalid direction for set_animation_direction"); tunic_sprite->set_current_direction(direction); if (is_sword_visible()) { sword_sprite->set_current_direction(direction); } if (is_sword_stars_visible()) { sword_stars_sprite->set_current_direction(direction); } if (is_shield_visible()) { shield_sprite->set_current_direction(direction); } if (is_trail_visible()) { trail_sprite->set_current_direction(direction); } if (lifted_item != nullptr) { const SpritePtr& sprite = lifted_item->get_sprite(); sprite->restart_animation(); } }
/** * \brief Updates the animation of the hero's sprites if necessary. */ void HeroSprites::update() { // Keep the current sprites here in case they change from a script during the operation. SpritePtr tunic_sprite = this->tunic_sprite; SpritePtr sword_sprite = this->sword_sprite; // update the frames tunic_sprite->update(); if (is_sword_visible()) { sword_sprite->update(); sword_sprite->set_current_frame(tunic_sprite->get_current_frame()); hero.check_collision_with_detectors(*sword_sprite); } hero.check_collision_with_detectors(*tunic_sprite); if (is_sword_stars_visible()) { // the stars are not synchronized with the other sprites sword_stars_sprite->update(); } if (is_shield_visible()) { shield_sprite->update(); if (walking) { shield_sprite->set_current_frame(tunic_sprite->get_current_frame()); } } if (is_trail_visible()) { trail_sprite->update(); } if (is_ground_visible()) { ground_sprite->update(); } if (lifted_item != nullptr && walking) { lifted_item->get_sprite().set_current_frame(tunic_sprite->get_current_frame() % 3); } // blinking if (is_blinking() && end_blink_date != 0 && System::now() >= end_blink_date) { stop_blinking(); } // Lua callback. if (tunic_sprite->is_animation_finished() && !animation_callback_ref.is_empty()) { animation_callback_ref.clear_and_call("hero animation callback"); } }
/** * \brief Draws the hero's sprites on the map. */ void HeroSprites::draw_on_map() { int x = hero.get_x(); int y = hero.get_y(); Map& map = hero.get_map(); if (clipping_rectangle.get_width() > 0) { // restrict the map drawing to the clipping rectangle specified (just for the hero's sprites) map.set_clipping_rectangle(clipping_rectangle); } if (hero.is_shadow_visible()) { map.draw_sprite(*shadow_sprite, x, y); } const Rectangle& displayed_xy = hero.get_displayed_xy(); x = displayed_xy.get_x(); y = displayed_xy.get_y(); map.draw_sprite(*tunic_sprite, x, y); if (is_trail_visible()) { map.draw_sprite(*trail_sprite, x, y); } if (is_ground_visible()) { map.draw_sprite(*ground_sprite, x, y); } if (is_sword_visible()) { map.draw_sprite(*sword_sprite, x, y); } if (is_sword_stars_visible()) { map.draw_sprite(*sword_stars_sprite, x, y); } if (is_shield_visible()) { map.draw_sprite(*shield_sprite, x, y); } if (lifted_item != NULL) { lifted_item->draw_on_map(); } if (clipping_rectangle.get_width() > 0) { // restore the normal map drawing map.set_clipping_rectangle(); } }
/** * \brief Updates the animation of the hero's sprites if necessary. */ void HeroSprites::update() { // update the frames tunic_sprite->update(); if (is_sword_visible()) { sword_sprite->update(); sword_sprite->set_current_frame(tunic_sprite->get_current_frame()); hero.check_collision_with_detectors(*sword_sprite); } hero.check_collision_with_detectors(*tunic_sprite); if (is_sword_stars_visible()) { // the stars are not synchronized with the other sprites sword_stars_sprite->update(); } if (is_shield_visible()) { shield_sprite->update(); if (walking) { shield_sprite->set_current_frame(tunic_sprite->get_current_frame()); } } if (is_trail_visible()) { trail_sprite->update(); } if (is_ground_visible()) { ground_sprite->update(); } if (lifted_item != NULL && walking) { lifted_item->get_sprite().set_current_frame(tunic_sprite->get_current_frame() % 3); } // blinking if (tunic_sprite->is_blinking() && System::now() >= end_blink_date) { stop_blinking(); } }
/** * \brief Draws the hero's sprites on the map. */ void HeroSprites::draw_on_map() { int x = hero.get_x(); int y = hero.get_y(); Map& map = hero.get_map(); if (hero.is_shadow_visible()) { map.draw_sprite(*shadow_sprite, x, y, clipping_rectangle); } const Point& displayed_xy = hero.get_displayed_xy(); x = displayed_xy.x; y = displayed_xy.y; map.draw_sprite(*tunic_sprite, x, y, clipping_rectangle); if (is_trail_visible()) { map.draw_sprite(*trail_sprite, x, y, clipping_rectangle); } if (is_ground_visible()) { map.draw_sprite(*ground_sprite, x, y, clipping_rectangle); } if (is_sword_visible()) { map.draw_sprite(*sword_sprite, x, y, clipping_rectangle); } if (is_sword_stars_visible()) { map.draw_sprite(*sword_stars_sprite, x, y, clipping_rectangle); } if (is_shield_visible()) { map.draw_sprite(*shield_sprite, x, y, clipping_rectangle); } if (lifted_item != nullptr) { lifted_item->draw_on_map(); } }
/** * \brief Changes the direction of the hero's sprites. * * It is different from the movement direction. * * \param direction the direction to set (0 to 3) */ void HeroSprites::set_animation_direction(int direction) { Debug::check_assertion(direction >= 0 && direction < 4, StringConcat() << "Invalid direction for set_animation_direction: " << direction); tunic_sprite->set_current_direction(direction); if (is_sword_visible()) { sword_sprite->set_current_direction(direction); } if (is_sword_stars_visible()) { sword_stars_sprite->set_current_direction(direction); } if (is_shield_visible()) { shield_sprite->set_current_direction(direction); } if (is_trail_visible()) { trail_sprite->set_current_direction(direction); } }
/** * \brief Sets whether the hero's sprite should keep playing their animation * when the game is suspended. * \param ignore_suspend true to make the sprites continue their animation even * when the game is suspended */ void HeroSprites::set_ignore_suspend(bool ignore_suspend) { tunic_sprite->set_ignore_suspend(ignore_suspend); if (is_sword_visible()) { sword_sprite->set_ignore_suspend(ignore_suspend); } if (is_sword_stars_visible()) { sword_stars_sprite->set_ignore_suspend(ignore_suspend); } if (is_shield_visible()) { shield_sprite->set_ignore_suspend(ignore_suspend); } if (is_trail_visible()) { trail_sprite->set_ignore_suspend(ignore_suspend); } if (is_ground_visible()) { ground_sprite->set_ignore_suspend(ignore_suspend); } }
/** * \brief Restarts the animation of the hero's sprites. * * This function is called when the sprites have to * get back to their first frame. */ void HeroSprites::restart_animation() { tunic_sprite->restart_animation(); if (is_sword_visible()) { sword_sprite->restart_animation(); } if (is_sword_stars_visible()) { sword_stars_sprite->restart_animation(); } if (is_shield_visible()) { shield_sprite->restart_animation(); } if (is_trail_visible()) { trail_sprite->restart_animation(); } if (is_ground_visible()) { ground_sprite->restart_animation(); } }