Esempio n. 1
0
/**
 * \brief Starts the "stopped" animation with sprites that represent
 * the hero swimming.
 */
void HeroSprites::set_animation_stopped_swimming() {

  set_animation_stopped_common();
  tunic_sprite->set_current_animation("swimming_stopped");
  stop_displaying_sword();
  stop_displaying_shield();
  stop_displaying_trail();
}
Esempio n. 2
0
/**
 * \brief Starts the "stopped" animation with sprites that represent
 * the hero carrying something.
 *
 * If the hero actually carries an item, the carried item also takes a "stopped" animation.
 */
void HeroSprites::set_animation_stopped_carrying() {

  set_animation_stopped_common();
  tunic_sprite->set_current_animation("carrying_stopped");

  if (lifted_item != NULL) {
    lifted_item->set_animation_stopped();
  }
  stop_displaying_trail();
}
Esempio n. 3
0
/**
 * \brief Starts the "stopped" animation with sprites that represent
 * the hero carrying something.
 *
 * If the hero actually carries an item, the carried item also takes a "stopped" animation.
 */
void HeroSprites::set_animation_stopped_carrying() {

  set_animation_stopped_common();
  set_tunic_animation("carrying_stopped");

  if (lifted_item != nullptr) {
    lifted_item->set_animation_stopped();
  }
  stop_displaying_trail();
}
Esempio n. 4
0
/**
 * \brief Starts the basic "stopped" animation of the hero's sprites.
 */
void HeroSprites::set_animation_stopped_normal() {

  set_animation_stopped_common();

  if (equipment.has_ability("shield")) {

    tunic_sprite->set_current_animation("stopped_with_shield");
    shield_sprite->set_current_animation("stopped");
    shield_sprite->set_current_direction(get_animation_direction());
  }
  else {
    tunic_sprite->set_current_animation("stopped");
  }
  stop_displaying_sword();
  stop_displaying_trail();
}
Esempio n. 5
0
/**
 * \brief Starts the "stopped" animation of the hero's sprites with the sword loading.
 */
void HeroSprites::set_animation_stopped_sword_loading() {

  set_animation_stopped_common();

  int direction = get_animation_direction();

  tunic_sprite->set_current_animation("sword_loading_stopped");
  sword_sprite->set_current_animation("sword_loading_stopped");
  sword_sprite->set_current_direction(direction);
  sword_stars_sprite->set_current_animation("loading");
  sword_stars_sprite->set_current_direction(direction);

  if (equipment.has_ability("shield")) {

    shield_sprite->set_current_animation("sword_loading_stopped");
    shield_sprite->set_current_direction(direction);
  }
  stop_displaying_trail();
}