void Player::check_water(Map *map) { const Tmx::Tileset *tileset = map->get_tileset(0); const Tmx::PropertySet prop = tileset->GetProperties(); // Check if under water int start = prop.GetNumericProperty("water_start"); int end = prop.GetNumericProperty("water_end"); if (start && check_center(map, start, end)) { set_ay(get_attribute("water_weight")); m_in_water = true; } else { if (m_in_water) { if (m_action == Jump) { set_vy(-get_attribute("water_jump_speed")); } else if (m_action == Catapult) { set_vy(-get_attribute("water_catapult_speed")); } } set_ay(get_attribute("weight")); m_in_water = false; } }
void Player::set_jump(Map *map, bool catapult) { m_media->play_sound("jump.wav"); if (m_in_water) { if (catapult) { set_vy(-get_attribute("water_catapult_speed")); set_action(Catapult); } else { set_vy(-get_attribute("water_jump_speed")); set_action(Jump); } } else { if (catapult) { set_vy(-get_attribute("catapult_speed")); set_action(Catapult); } else { set_vy(-get_attribute("jump_speed")); set_action(Jump); } } m_hit_ground = false; }
void Climber::move_climb(Map *map, int input) { const Tmx::Tileset *tileset = map->get_tileset(0); const Tmx::PropertySet prop = tileset->GetProperties(); int block_id = prop.GetNumericProperty("climb"); if (!m_leave_ready && m_leave_timer.expired(c_leave_time)) { m_leave_ready = true; } switch (m_climb_dir) { case ClimbRight: case ClimbLeft: if (input & PRESS_JUMP) { if (m_leave_ready) { leave_climb(map); } } else if (input & PRESS_DOWN) { animate_climb(); set_action(Move); set_dir(Right); set_vy(check_ahead(map, get_attribute("move_speed"), block_id, block_id)); } else if (input & PRESS_UP) { animate_climb(); set_action(Move); set_dir(Left); set_vy(-check_ahead(map, get_attribute("move_speed"), block_id, block_id)); } else { set_dir(); set_action(Still); set_vy(0); } break; default: break; } Body::move(map); }
void Hovering::move(Map *map) { switch(m_action) { case Still: set_action(Move); break; case Move: face_reference(get_attribute("turn_width")); animate_move(); if (m_dir == Right) { if (m_x < m_x1) { set_vx(get_attribute("move_speed")); } else { set_vx(0); } } else { if (m_x > m_x0) { set_vx(-get_attribute("move_speed")); } else { set_vx(0); } } if (m_attack_timer.expired(get_attribute("attack_timer"))) { int dist = get_attribute("attack_distance"); int x = m_xref - get_front(); int y = m_yref - get_y(); if (x * x + y * y < dist * dist) { fire(); } } Body::move(map); break; case Hit: case HitPerish: set_vy(0); process_hit(); Monster::move(map); break; default: break; } // Move bullets unsigned n = m_bullets.size(); for (unsigned i = 0; i < n; i++) { m_bullets[i]->move(map); } }
bool Player::set_hit(Object *object, Status *status) { bool result = false; if (!m_invisible) { result = Actor::set_hit(object); if (result) { set_lock_direction(true); // Move backwards and upwards if (m_dir == Right) { set_vx(-get_attribute("move_speed")); } else { set_vx(get_attribute("move_speed")); } if (m_in_water) { set_vy(-get_attribute("water_jump_speed")); } else { set_vy(-get_attribute("jump_speed")); } m_hit_ground = false; Monster *monster = (Monster *) object; if (status->set_hit(monster->get_attribute("ap")) && !status->use_potion()) { set_invisible(true); set_solid(false); set_perish(false); } else { // Make player invisible for a certain time set_invisible(true); } } } return result; }
void Waver::move(Map *map) { switch(m_action) { case Still: set_action(Move); break; case Move: face_reference(get_attribute("turn_width")); animate_move(); if (m_dir == Right) { set_vx(get_move_speed(map)); } else { set_vx(-get_move_speed(map)); } m_wave_index += get_attribute("frequency"); if (m_wave_index >= c_num_steps) { m_wave_index = m_wave_index - c_num_steps; } set_vy(get_attribute("amplitude") * m_wave_y[m_wave_index] / 16); Body::move(map); break; case Hit: case HitPerish: set_ay(0); set_vy(0); process_hit(); Monster::move(map); break; default: break; } }
void Climber::leave_climb(Map *map) { #if 0 switch (m_climb_dir) { case ClimbRight: set_vx(-get_attribute("move_speed")); break; case ClimbLeft: set_vx(get_attribute("move_speed")); break; default: break; } #endif m_climb_dir = ClimbNone; set_vy(0); Player::set_jump(map); }
void Monster::set_jump(Map *map) { set_vy(-get_attribute("jump_speed")); m_hit_ground = false; set_action(Jump); }
void Body::set_speed(int vx, int vy) { set_vx(vx); set_vy(vy); }
void Player::player_move(Map *map) { const Tmx::Tileset *tileset = map->get_tileset(0); const Tmx::PropertySet prop = tileset->GetProperties(); // Check if under water int start = prop.GetNumericProperty("water_start"); int end = prop.GetNumericProperty("water_end"); if (start && check_ahead(map, 1, start, end) == 0) { if (!m_water_timer.expired(get_attribute("water_treshold"))) { return; } m_water_timer.reset(); } // Check if on catapult int catid = prop.GetNumericProperty("catapult"); if (catid && check_below(map, 1, catid, catid) == 0) { set_vy(int(-get_attribute("catapult_speed"))); set_action(Jump); } Actor::move(map); set_ay(get_attribute("weight")); int input = get_input(); switch(m_action) { case Still: set_vx(0); case Move: // Check for jump if (input & PRESS_JUMP) { if (m_jump_ready) { m_jump_ready = false; set_action(Jump); if (input & PRESS_RIGHT) { set_speed(get_attribute("jump_forward"), -get_attribute("jump_speed")); } else if (input & PRESS_LEFT) { set_speed(-get_attribute("jump_forward"), -get_attribute("jump_speed")); } else { set_vy(-get_attribute("jump_speed")); } } } else { // Restore jump lock m_jump_ready = true; // Check for crouch or move if (input & PRESS_DOWN) { set_action(Crouch); } else if (input & PRESS_RIGHT) { animate_move(); set_action(Move); set_vx(get_attribute("move_speed")); } else if (input & PRESS_LEFT) { animate_move(); set_action(Move); set_vx(-get_attribute("move_speed")); } else { set_action(Still); set_vx(0); } } Body::move(map); if (get_fall()) { set_action(Fall); } break; case Fall: // Check for change of direction during fall if (input & PRESS_RIGHT) { set_vx(get_attribute("jump_forward")); } else if (input & PRESS_LEFT) { set_vx(-get_attribute("jump_forward")); } Body::move(map); if (!get_fall()) { set_action(Still); } break; case Jump: Body::move(map); if (get_fall()) { set_action(Fall); } break; case Crouch: set_vx(0); Body::move(map); if (!(input & PRESS_DOWN)) { set_action(Still); } break; case Hit: if (m_hit_timer.expired(get_attribute("hit_time"))) { m_hit_timer.reset(); set_vx(0); set_lock_direction(false); m_hit = HitNone; set_action(Still); } Body::move(map); break; default: Body::move(map); break; } }