void MenuLabel::update(gdl::GameClock const & gameClock, gdl::Input & input) { if (this->MenuDecide == false) { if (input.isKeyDown(gdl::Keys::Up) == true) { this->texture_ = gdl::Image::load("../GDL-library/textures/menu_big_play.png"); this->MenuCurr = 1; } if (input.isKeyDown(gdl::Keys::Left) == true) { this->texture_ = gdl::Image::load("../GDL-library/textures/menu_big_load.png"); this->MenuCurr = 2; } if (input.isKeyDown(gdl::Keys::Right) == true) { this->texture_ = gdl::Image::load("../GDL-library/textures/menu_big_save.png"); this->MenuCurr = 3; } if (input.isKeyDown(gdl::Keys::Down) == true) { this->texture_ = gdl::Image::load("../GDL-library/textures/menu_big_exit.png"); this->MenuCurr = 4; } if (input.isKeyDown(gdl::Keys::Space) == true) { this->MenuDecide = true; } } }
void AdventureGame::update(gdl::Input& input, gdl::GameClock& gClock, StatesManager *sMg, CarrouselHandler * cH) { (void)cH; pressEnter_.update(gClock); if (input.isKeyDown(gdl::Keys::Return) && !returnHit_) sMg->pushState(new AdventureState); returnHit_ = input.isKeyDown(gdl::Keys::Return); }
int Menu::updateMain(gdl::Input & input_) { if (input_.isKeyDown(gdl::Keys::Up)) { ((choice > 0 ? choice-- && usleep(300000) : 0)); this->string[choice].setSize(60); if (choice == 0) { this->string[1].setSize(40); this->string[2].setSize(40); } else if (choice == 1) { this->string[2].setSize(40); this->string[0].setSize(40); } else { this->string[1].setSize(40); this->string[0].setSize(40); } } else if (input_.isKeyDown(gdl::Keys::Down)) { ((choice < 2 ? choice++ && usleep(300000) : 0)); this->string[choice].setSize(60); if (choice == 0) { this->string[1].setSize(40); this->string[2].setSize(40); } else if (choice == 1) { this->string[2].setSize(40); this->string[0].setSize(40); } else { this->string[1].setSize(40); this->string[0].setSize(40); } } else if (input_.isKeyDown(gdl::Keys::Return)) { usleep(300000); this->string[0].setSize(60); this->string[1].setSize(40); this->string[2].setSize(40); this->which = choice + 1; this->choice = 0; if (this->which == 3) exit(0); } return (0); }
void Draw::update(gdl::Input& input, gdl::GameClock& gClock, StatesManager *sMg, CarrouselHandler *cH) { (void)gClock; (void)cH; if (input.isKeyDown(gdl::Keys::Return) && !returnHit_) { sMg->popState(); sMg->popState(); } returnHit_ = input.isKeyDown(gdl::Keys::Return); }
void SoundConfig::update(gdl::Input& input, gdl::GameClock& gClock, StatesManager *sMg, CarrouselHandler *cH) { (void)gClock; (void)sMg; (void)cH; for (std::map<gdl::Keys::Key, t_paramFunc>::iterator it = paramMap_.begin(); it != paramMap_.end(); ++it) if (input.isKeyDown(it->first)) (this->*(it->second))(); upHit_ = input.isKeyDown(gdl::Keys::Up); downHit_ = input.isKeyDown(gdl::Keys::Down); returnHit_ = input.isKeyDown(gdl::Keys::Return); }
int Menu::updateNew(gdl::Input & input_) { if (input_.isKeyDown(gdl::Keys::Up)) { ((choice > 3 ? choice-- && usleep(200000) : 0)); this->string[choice].setSize(60); if (choice == 3) { this->string[5].setSize(40); this->string[4].setSize(40); } else if (choice == 4) { this->string[3].setSize(40); this->string[5].setSize(40); } else { this->string[3].setSize(40); this->string[4].setSize(40); } } else if (input_.isKeyDown(gdl::Keys::Down)) { ((choice < 5 ? choice++ && usleep(200000) : 0)); this->string[choice].setSize(60); if (choice == 3) { this->string[5].setSize(40); this->string[4].setSize(40); } else if (choice == 4) { this->string[3].setSize(40); this->string[5].setSize(40); } else { this->string[3].setSize(40); this->string[4].setSize(40); } } else if (input_.isKeyDown(gdl::Keys::Return)) { this->string[3].setSize(60); this->string[4].setSize(40); this->string[5].setSize(40); usleep(200000); this->choice = 0; this->which = 3; } return (0); }
void PremadeMap::update(gdl::Input &input, gdl::GameClock &gClock, StatesManager *sMg, CarrouselHandler * cH) { (void)gClock; (void)cH; for (std::map<gdl::Keys::Key, void(PremadeMap::*)(StatesManager *)>::iterator it = paramMap_.begin(); it != paramMap_.end(); ++it) if (input.isKeyDown(it->first)) (this->*(it->second))(sMg); up_ = input.isKeyDown(gdl::Keys::Up); down_ = input.isKeyDown(gdl::Keys::Down); enter_ = input.isKeyDown(gdl::Keys::Return); }
void QuickGame::update(gdl::Input& input, gdl::GameClock& gClock, StatesManager *sMg, CarrouselHandler *cH) { (void)cH; pressEnter_.update(gClock); if (input.isKeyDown(gdl::Keys::Return) && !returnHit_) { try { Character::CharacterId = 0; Map map(13, 13, 2, 0, 0); sMg->pushState(new PlayState(&map.getTerrain()), false); } catch (Map::Failure& e) { std::cerr << e.what() << std::endl; } } returnHit_ = input.isKeyDown(gdl::Keys::Return); }
void Character::Action(gdl::Input &input) { if ((this->alive && input.isKeyDown(this->Down) == true) && ((this->map->getPos(this->getPosX(), this->getPosY() + 1) >= 5) && ((this->map->getPos(this->getPosX(), this->getPosY() + 1) <= 9)))) { this->rotation_->x = 0; this->map->setPos(9, this->getPosX(), this->getPosY()); this->setPosY(this->getPosY() + 1); checkBonus(this->map->getPos(this->getPosX(), this->getPosY())); } if ((this->alive && input.isKeyDown(this->Up) == true) && ((this->map->getPos(this->getPosX(), this->getPosY() - 1) >= 5) && ((this->map->getPos(this->getPosX(), this->getPosY() - 1) <= 9)))) { this->rotation_->x = 180; this->map->setPos(9, this->getPosX(), this->getPosY()); this->setPosY(this->getPosY() - 1); checkBonus(this->map->getPos(this->getPosX(), this->getPosY())); } if ((this->alive && input.isKeyDown(this->Right) == true) && ((this->map->getPos(this->getPosX() + 1, this->getPosY()) >= 5) && ((this->map->getPos(this->getPosX() + 1, this->getPosY()) <= 9)))) { this->rotation_->x = 90; this->map->setPos(9, this->getPosX(), this->getPosY()); this->setPosX(this->getPosX() + 1); checkBonus(this->map->getPos(this->getPosX(), this->getPosY())); } if ((this->alive && input.isKeyDown(this->Left) == true) && ((this->map->getPos(this->getPosX() - 1, this->getPosY()) >= 5) && ((this->map->getPos(this->getPosX() - 1, this->getPosY()) <= 9)))) { this->rotation_->x = 270; this->map->setPos(9, this->getPosX(), this->getPosY()); this->setPosX(this->getPosX() - 1); checkBonus(this->map->getPos(this->getPosX(), this->getPosY())); } if (this->alive && input.isKeyDown(this->Space) == true) { this->map->setPos(4, this->getPosX(), this->getPosY()); this->dropBomb(); // this->map->affMap(); //this->bomb->add_positions(new Vector3f(this->position_->x, 0.0f, this->position_->z), this->_power); } }
int Menu::updatePlayer(gdl::Input & input_) { if (input_.isKeyDown(gdl::Keys::Up)) { ((choice > 0 ? choice-- && usleep(200000) : 0)); this->string[7].setSize(60); this->string[8].setSize(40); this->nbPlay = 3; } else if (input_.isKeyDown(gdl::Keys::Down)) { ((choice < 2 ? choice++ && usleep(200000) : 0)); this->string[7].setSize(40); this->string[8].setSize(60); this->nbPlay = 4; } else if (input_.isKeyDown(gdl::Keys::Return)) { usleep(200000); return (this->nbPlay); } return (0); }
int Menu::updateLoad(gdl::Input & input_) { this->checkwd(); if (input_.isKeyDown(gdl::Keys::Up)) { ((choice > 3 ? choice-- && usleep(200000) : 0)); this->string[6].setSize(60); this->fic.setSize(40); } else if (input_.isKeyDown(gdl::Keys::Down)) { ((choice < 5 ? choice++ && usleep(200000) : 0)); this->string[6].setSize(40); this->fic.setSize(60); } else if (input_.isKeyDown(gdl::Keys::Return)) { this->string[6].setSize(60); this->fic.setSize(40); usleep(200000); } return (0); }
int Menu::update(gdl::Input & input_) { int ret; if (input_.isKeyDown(gdl::Keys::Back) && this->which != 0) this->which = 0; if (this->which == 0) ret = updateMain(input_); else if (this->which == 1) ret = updateNew(input_); else if (this->which == 2) ret = updateLoad(input_); else if (this->which == 3) ret = updatePlayer(input_); return (ret); }
void newin::Light::update(gdl::GameClock const & c, gdl::Input & i) { (void) c; if (_sindex == "1") { if (i.isKeyDown(gdl::Keys::I)) { _pos.setZ(_pos.getZ() - 0.1); _changed = true; } if (i.isKeyDown(gdl::Keys::K)) { _pos.setZ(_pos.getZ() + 0.1); _changed = true; } if (i.isKeyDown(gdl::Keys::J)) { _pos.setX(_pos.getX() - 0.1); _changed = true; } if (i.isKeyDown(gdl::Keys::L)) { _pos.setX(_pos.getX() + 0.1); _changed = true; } if (i.isKeyDown(gdl::Keys::U)) { _pos.setY(_pos.getY() - 0.1); _changed = true; } if (i.isKeyDown(gdl::Keys::O)) { _pos.setY(_pos.getY() + 0.1); _changed = true; } } if (!_prgm) { throw newin::ShaderException("cannot use light without shader"); } if (_changed){ _changed = false; _prgm->setVariable("L[" + _sindex + "].Pos", _pos.getX(), _pos.getY(), _pos.getZ()); } }
void GDLModel::update(/*gdl::GameClock const & gameClock, */gdl::Input & input) { //_model.update(gameClock); if (input.isKeyDown(gdl::Keys::P) == true) _model.play("Take 001"); }
void Bomberman::update(gdl::GameClock const & gameClock, gdl::Input & input) { float dist; if (_map->isOnFirePos(_position.x, _position.y)) { _inLife = false; _rotation.x = 0; _rotation.y = 0; _rotation.z = 90; } if (_inLife) { _model.update(gameClock); if (_nextpos != _position) { if (_moveend < gameClock.getTotalGameTime()) { _position.x = _nextpos.x; _position.y = _nextpos.y; _moving = NO; _model.stop_animation("Run"); _model.play("Take 001"); _model.stop_animation("Take 001"); } else { dist = gameClock.getTotalGameTime() - _movetmp; _movetmp += dist; dist *= 250.0f; if ((int)_nextpos.x > (int)_position.x) _position.x += dist; else if ((int)_nextpos.x < (int)_position.x) _position.x -= dist; else if ((int)_nextpos.y > (int)_position.y) _position.y += dist; else if ((int)_nextpos.y < (int)_position.y) _position.y -= dist; } } else { if (input.isKeyDown(_putbomb)) _mygame->addBombe(_position.x, _position.y); if (input.isKeyDown(_right) && _map->isEmptyPos(_position.x + 300, _position.y)) { _nextpos.x = _position.x + 300; _rotation.y = 90.0f; } else if (input.isKeyDown(_left) && _map->isEmptyPos(_position.x - 300, _position.y)) { _nextpos.x = _position.x - 300; _rotation.y = 270.0f; } else if (input.isKeyDown(_up) && _map->isEmptyPos(_position.x, _position.y + 300)) { _nextpos.y = _position.y + 300; _rotation.y = 180.0f; } else if (input.isKeyDown(_down) && _map->isEmptyPos(_position.x, _position.y - 300)) { _nextpos.y = _position.y - 300; _rotation.y = 0.0f; } if (_nextpos != _position) { _model.play("Run"); _movetmp = gameClock.getTotalGameTime(); _moveend = _movetmp + 1.2f; } } } }