コード例 #1
0
void ButtonRenderComponent::toggleSprites(){
	if (secondImage){
		if (secondImage == currentImage){
			changeSprite(firstImage);
		}
		else {
			changeSprite(secondImage);
		}
	}
}
コード例 #2
0
ファイル: ButtonLayer.cpp プロジェクト: The---onE/ColorRun
void ButtonLayer::checkPress()
{
    if (rightButtonFlag)
    {
        if (XMX_Button_isNeedResponse(UR))
        {
            int n = rState;
            int t = XMX_Button_getMainState(UR);
            setUpRightButton(right, 111-n-t);
            setDownRightButton(right, n);
            changeSprite(rS, t);
            XMX_Button_responsed(UR);
        }
        if (XMX_Button_isNeedResponse(DR))
        {
            int n = rState;
            int t = XMX_Button_getMainState(DR);
            setDownRightButton(right, 111-n-t);
            setUpRightButton(right, n);
            changeSprite(rS, t);
            XMX_Button_responsed(DR);
        }
    }
    if (leftButtonFlag)
    {
        if (XMX_Button_isNeedResponse(UL))
        {
            int n = lState;
            int t = XMX_Button_getMainState(UL);
            setUpLeftButton(left, 111-n-t);
            setDownLeftButton(left, n);
            changeSprite(lS, t);
            XMX_Button_responsed(UL);
        }
        if (XMX_Button_isNeedResponse(DL))
        {
            int n = lState;
            int t = XMX_Button_getMainState(DL);
            setDownLeftButton(left, 111-n-t);
            setUpLeftButton(left, n);
            changeSprite(lS, t);
            XMX_Button_responsed(DL);
        }
    }
}
コード例 #3
0
void ButtonRenderComponent::toggleSprites(int num){
	// if we have two different sprites
	if (secondImage){
		int image = (num == 1) ? firstImage : secondImage;
		/*sceneMan->RemoveObject(objRef);
		AssignSprite(sceneMan->InstantiateObject(sceneMan->findLayer(layer), image, gameObjectRef->posX, gameObjectRef->posY));*/
		changeSprite(image);
	}
}
コード例 #4
0
ファイル: ButtonLayer.cpp プロジェクト: The---onE/ColorRun
void ButtonLayer::RGBRGBMode()
{
    setUpRightButton(right, GREEN);
    setDownRightButton(right, BLUE);
    setUpLeftButton(left, GREEN);
    setDownLeftButton(left, BLUE);

    rS = Sprite::create();
    changeSprite(rS, RED);
    SETSIZE(rS, 0.1);
    rS->setPosition(Point(right, (up+down)/2));
    this->addChild(rS);

    lS = Sprite::create();
    changeSprite(lS, RED);
    SETSIZE(lS, 0.1);
    lS->setPosition(Point(left, (up+down)/2));
    this->addChild(lS);

    rightButtonFlag = true;
    leftButtonFlag = true;
}
コード例 #5
0
ファイル: Friend.cpp プロジェクト: blaavogn/Relations
void Friend::alarmAction(int type){
    switch(type){
        case 0: //Changes sprite to enemy
            changeSprite(false);
            alarm->addTimer(1, .2f);
            soundBlink.play();
        break;
        case 1: //Set Friend //Should possibly be a function call
            changeSprite(true);
            blinkTime *= 0.81f;
            alarm->addTimer(0, blinkTime);
            if(blinkTime < 0.04f){
                friendHandler->transform(position);
            }
        break;
        case 2:
            newAction();
        break;
        case 3:
            active = true;
            sprPerson.setColor(sf::Color(255,255,255,255));
        break;
    }
}
コード例 #6
0
ファイル: Friend.cpp プロジェクト: blaavogn/Relations
void Friend::setAtPlayer(bool newAtPlayer, sf::Vector2f playerPos){
    if(atPlayer != newAtPlayer){
        if(newAtPlayer){
            alarm->deleteTimer(0);
            alarm->deleteTimer(1);
            alarm->deleteTimer(2);
            changeSprite(true);
        }else{
            startBlink();
            newAction();
        }
        atPlayer = newAtPlayer;

    }else if(atPlayer){
        moving = false;
        movement.x = playerPos.x - position.x;
        movement.y = playerPos.y - position.y;
    }
}
コード例 #7
0
ファイル: levels.c プロジェクト: artureganyan/sdl-platformer
static void initSprites_Underground()
{
    changeSprite( TYPE_WALL_TOP,        4,  6  );
    changeSprite( TYPE_WALL,            5,  6  );
    changeSprite( TYPE_WALL_STAIR,      4,  6  );
    changeSprite( TYPE_GROUND_TOP,      6,  2  );
    changeSprite( TYPE_GROUND,          7,  2  );
    changeSprite( TYPE_GROUND_STAIR,    6,  2  );
    changeSprite( TYPE_GRASS,           40, 0  );
    changeSprite( TYPE_GRASS_BIG,       40, 1  );
    changeSprite( TYPE_PILLAR_TOP,      48, 1  );
    changeSprite( TYPE_PILLAR,          49, 1  );
    changeSprite( TYPE_PILLAR_BOTTOM,   50, 1  );
    changeSprite( TYPE_DOOR,            10, 0  );
    changeSprite( TYPE_LADDER,          12, 2  );
}
コード例 #8
0
ファイル: levels.c プロジェクト: artureganyan/sdl-platformer
static void initSprites_Castle()
{
    changeSprite( TYPE_WALL_TOP,        4,  6  );
    changeSprite( TYPE_WALL,            5,  6  );
    changeSprite( TYPE_WALL_FAKE,       5,  6  );
    changeSprite( TYPE_WALL_STAIR,      4,  6  );
    changeSprite( TYPE_GROUND_TOP,      6,  3  );
    changeSprite( TYPE_GROUND,          7,  3  );
    changeSprite( TYPE_GROUND_FAKE,     7,  3  );
    changeSprite( TYPE_GROUND_STAIR,    6,  3  );
    changeSprite( TYPE_GRASS,           40, 0  );
    changeSprite( TYPE_GRASS_BIG,       40, 1  );
    changeSprite( TYPE_PILLAR_TOP,      26, 2  );
    changeSprite( TYPE_PILLAR,          27, 2  );
    changeSprite( TYPE_PILLAR_BOTTOM,   28, 2  );
    changeSprite( TYPE_DOOR,            10, 0  );
    changeSprite( TYPE_LADDER,          12, 2  );
}
コード例 #9
0
void ButtonRenderComponent::setToDefault(){
	changeSprite(firstImage);
}