Esempio n. 1
0
bool LVL_Player::init()
{
    if(!setCharacter(characterID, stateID))
        return false;
    m_direction = data.direction;
    long posX = data.x + (data.w / 2) - (state_cur.width / 2);
    long posY = data.y = data.y + data.h - state_cur.height;
    setSize(state_cur.width, state_cur.height);
    setPos(posX, posY);

    phys_setup.max_vel_y = 12;
    m_animator.tickAnimation(0.0);
    m_isLocked = false;

    if(m_isLuaPlayer)
    {
        try
        {
            lua_onInit();
        }
        catch(luabind::error &e)
        {
            m_scene->getLuaEngine()->postLateShutdownError(e);
            return false;
        }
    }

    m_isInited = true;
    _syncSection();
    m_momentum.saveOld();
    return true;
}
Esempio n. 2
0
void LVL_Npc::init()
{
    if(_isInited) return;

    phys_setup.gravityAccel=ConfigManager::marker_npc.phs_gravity_accel;
    phys_setup.max_vel_y=   ConfigManager::marker_npc.phs_max_fall_speed;

    transformTo_x(data.id);
    setPos(data.x, data.y);
    _syncSection();
    if(isLuaNPC && !data.generator){
        try{
            lua_onInit();
        } catch (luabind::error& e) {
            LvlSceneP::s->getLuaEngine()->postLateShutdownError(e);
        }
    }

    _isInited=true;
    LvlSceneP::s->layers.registerItem(data.layer, this);
}