Esempio n. 1
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/**
 * \brief Notifies this state that the movement has changed.
 *
 * This function is called when the hero's movement direction changes (for instance
 * because the player pressed or released a directional key, or the hero just reached an obstacle).
 * The animations and collisions should be updated according to the new movement.
 */
void Hero::PlayerMovementState::notify_movement_changed() {

  // the movement has changed: update the animation of the sprites

  bool movement_walking = get_wanted_movement_direction8() != -1;
  bool sprites_walking = get_sprites().is_walking();

  if (movement_walking && !sprites_walking) {
    set_animation_walking();
  }
  else if (!movement_walking && sprites_walking) {
    set_animation_stopped();
  }
}
Esempio n. 2
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/**
 * @brief Starts this state.
 *
 * This function is called automatically when this state becomes the active state of the hero.
 *
 * @param previous_state the previous state
 */
void Hero::PlayerMovementState::start(State *previous_state) {

  hero.set_movement(new PlayerMovement(hero.get_walking_speed()));

  if (is_current_state()) { // yes, the state may have already changed
    get_player_movement()->compute_movement();
    if (is_current_state()) {
      if (get_wanted_movement_direction8() != -1) {
        set_animation_walking();
      }
      else {
        set_animation_stopped();
      }
    }
  }
}
Esempio n. 3
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/**
 * \brief Updates this state.
 */
void Hero::SwimmingState::update() {

  PlayerMovementState::update();

  if (is_suspended() || !is_current_state()) {
    return;
  }

  Hero& hero = get_hero();
  if (hero.get_ground_below() != GROUND_DEEP_WATER) {
    hero.set_state(new FreeState(hero));
  }
  else if (fast_swimming && System::now() >= end_fast_swim_date) {
    fast_swimming = false;
    hero.set_walking_speed(get_slow_swimming_speed());

    if (get_wanted_movement_direction8() != -1) {
      set_animation_walking();
    }
    else {
      set_animation_stopped();
    }
  }
}