Esempio n. 1
0
PlayerBehavior::CONTROLL PlayerBehavior::makeControll( ) {
	PlayerBehavior::CONTROLL controll;

	if ( _controll ) {
		// 自分で動かす
		DevicePtr device = Device::getTask( );
		unsigned char button = device->getButton( );

		CameraPtr camera = Camera::getTask( );
		PlayerCameraPtr p_camera = std::dynamic_pointer_cast< PlayerCamera >( camera );
		Vector move_vec = p_camera->getConvertDeviceVec( );
		Character::STATUS status = _parent->getStatus( );
		move_vec = move_vec.normalize( ) * status.speed;//プレイヤーの進行ベクトル

		controll.move = move_vec;
		if ( button & BUTTON_D ) {
			controll.action = CONTROLL::DEATHBLOW;
		} else if ( button & BUTTON_A ) {
			controll.action = CONTROLL::ATTACK;
		} else {
			controll.action = CONTROLL::NONE;
		}	
	} else {
		// ネットから動かす
		ClientPtr client = Client::getTask( );
		CLIENTDATA data = client->getClientData( );

		Vector target;
		target.x = data.player[ _player_id ].x;
		target.y = data.player[ _player_id ].y;
		Vector vec = target - _parent->getPos( );
		Character::STATUS status = _parent->getStatus( );
		if ( vec.getLength( ) > status.speed * 2 ) {
			vec = vec.normalize( ) * status.speed;
			controll.move = vec;
		}
		switch ( data.player[ _player_id ].action ) {
		case ACTION_NONE:
			controll.action = CONTROLL::NONE;
			break;
		case ACTION_ATTACK:
			controll.action = CONTROLL::ATTACK;
			break;
		case ACTION_DEATHBLOW:
			controll.action = CONTROLL::MUSTDEATHBLOW;
			break;
		}

	}
	return controll;
}
Esempio n. 2
0
void PlayerBehavior::walk( const CONTROLL& controll ) {
	if ( _before_state != PLAYER_STATE_ATTACK &&
		 _before_state != PLAYER_STATE_DEAD &&
		 !isDeathblow( ) ) {

		if ( controll.move.getLength( ) > 0.0 ) {
			//進める場合移動
			_parent->move( controll.move );

			if ( _controll ) {
				Vector pos = _parent->getPos( );
				int x = ( int )pos.x;
				int y = ( int )pos.y;
				ClientPtr client = Client::getTask( );
				CLIENTDATA status = client->getClientData( );
				if ( status.player[ _player_id ].x != x ||
					 status.player[ _player_id ].y != y ) {

					SERVERDATA data;
					data.command = COMMAND_STATUS_POS;
					data.value[ 0 ] = _player_id;
					data.value[ 1 ] = x;
					data.value[ 2 ] = y;
					client->send( data );	
				}
			}
			_player_state = PLAYER_STATE_WALK;
		}

		bool long_wait = ( _player_state == PLAYER_STATE_WAIT && _animation->getAnimTime( ) > 10 );
		if ( _player_state == PLAYER_STATE_WALK || long_wait ) {
			_attack_pattern = 0;
		}

		pickupCrystal( controll );
	}
}