PartEmitter *AdObject::createParticleEmitter(bool followParent, int offsetX, int offsetY) { _partFollowParent = followParent; _partOffsetX = offsetX; _partOffsetY = offsetY; if (!_partEmitter) { _partEmitter = new PartEmitter(_gameRef, this); if (_partEmitter) { _gameRef->registerObject(_partEmitter); } } updatePartEmitter(); return _partEmitter; }
bool AdActor::update() { _currentSprite = nullptr; if (_state == STATE_READY) { if (_animSprite) { delete _animSprite; _animSprite = nullptr; } if (_animSprite2) { _animSprite2 = nullptr; } } // finished playing animation? if (_state == STATE_PLAYING_ANIM && _animSprite != nullptr && _animSprite->isFinished()) { _state = _nextState; _nextState = STATE_READY; _currentSprite = _animSprite; } if (_state == STATE_PLAYING_ANIM_SET && _animSprite2 != nullptr && _animSprite2->isFinished()) { _state = _nextState; _nextState = STATE_READY; _currentSprite = _animSprite2; } if (_sentence && _state != STATE_TALKING) { _sentence->finish(); } // default: stand animation if (!_currentSprite) { if (_sprite) { _currentSprite = _sprite; } else { if (_standSprite) { _currentSprite = _standSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_idleAnimName); if (anim) { _currentSprite = anim->getSprite(_dir); } } } } bool already_moved = false; switch (_state) { ////////////////////////////////////////////////////////////////////////// case STATE_PLAYING_ANIM: _currentSprite = _animSprite; break; ////////////////////////////////////////////////////////////////////////// case STATE_PLAYING_ANIM_SET: _currentSprite = _animSprite2; break; ////////////////////////////////////////////////////////////////////////// case STATE_TURNING_LEFT: if (_tempSprite2 == nullptr || _tempSprite2->isFinished()) { if (_dir > 0) { _dir = (TDirection)(_dir - 1); } else { _dir = (TDirection)(NUM_DIRECTIONS - 1); } if (_dir == _targetDir) { _tempSprite2 = nullptr; _state = _nextState; _nextState = STATE_READY; } else { if (_turnLeftSprite) { _tempSprite2 = _turnLeftSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_turnLeftAnimName); if (anim) { _tempSprite2 = anim->getSprite(_dir); } } if (_tempSprite2) { _tempSprite2->reset(); if (_tempSprite2->_looping) { _tempSprite2->_looping = false; } } _currentSprite = _tempSprite2; } } else { _currentSprite = _tempSprite2; } break; ////////////////////////////////////////////////////////////////////////// case STATE_TURNING_RIGHT: if (_tempSprite2 == nullptr || _tempSprite2->isFinished()) { _dir = (TDirection)(_dir + 1); if ((int)_dir >= (int)NUM_DIRECTIONS) { _dir = (TDirection)(0); } if (_dir == _targetDir) { _tempSprite2 = nullptr; _state = _nextState; _nextState = STATE_READY; } else { if (_turnRightSprite) { _tempSprite2 = _turnRightSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_turnRightAnimName); if (anim) { _tempSprite2 = anim->getSprite(_dir); } } if (_tempSprite2) { _tempSprite2->reset(); if (_tempSprite2->_looping) { _tempSprite2->_looping = false; } } _currentSprite = _tempSprite2; } } else { _currentSprite = _tempSprite2; } break; ////////////////////////////////////////////////////////////////////////// case STATE_SEARCHING_PATH: // keep asking scene for the path if (((AdGame *)_gameRef)->_scene->getPath(BasePoint(_posX, _posY), *_targetPoint, _path, this)) { _state = STATE_WAITING_PATH; } break; ////////////////////////////////////////////////////////////////////////// case STATE_WAITING_PATH: // wait until the scene finished the path if (_path->_ready) { followPath(); } break; ////////////////////////////////////////////////////////////////////////// case STATE_FOLLOWING_PATH: getNextStep(); already_moved = true; break; ////////////////////////////////////////////////////////////////////////// case STATE_TALKING: { _sentence->update(_dir); if (_sentence->_currentSprite) { _tempSprite2 = _sentence->_currentSprite; } bool timeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->isPlaying() && !_sentence->_sound->isPaused())) || (!_sentence->_sound && _sentence->_duration <= _gameRef->getTimer()->getTime() - _sentence->_startTime); if (_tempSprite2 == nullptr || _tempSprite2->isFinished() || (/*_tempSprite2->_looping &&*/ timeIsUp)) { if (timeIsUp) { _sentence->finish(); _tempSprite2 = nullptr; _state = _nextState; _nextState = STATE_READY; } else { _tempSprite2 = getTalkStance(_sentence->getNextStance()); if (_tempSprite2) { _tempSprite2->reset(); _currentSprite = _tempSprite2; ((AdGame *)_gameRef)->addSentence(_sentence); } } } else { _currentSprite = _tempSprite2; ((AdGame *)_gameRef)->addSentence(_sentence); } } break; ////////////////////////////////////////////////////////////////////////// case STATE_READY: if (!_animSprite && !_animSprite2) { if (_sprite) { _currentSprite = _sprite; } else { if (_standSprite) { _currentSprite = _standSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_idleAnimName); if (anim) { _currentSprite = anim->getSprite(_dir); } } } } break; default: error("AdActor::Update - Unhandled enum"); } if (_currentSprite && !already_moved) { _currentSprite->getCurrentFrame(_zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100, _zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100); if (_currentSprite->isChanged()) { _posX += _currentSprite->_moveX; _posY += _currentSprite->_moveY; afterMove(); } } //_gameRef->QuickMessageForm("%s", _currentSprite->_filename); updateBlockRegion(); _ready = (_state == STATE_READY); updatePartEmitter(); updateSpriteAttachments(); return STATUS_OK; }
bool AdEntity::update() { _currentSprite = nullptr; if (_state == STATE_READY && _animSprite) { delete _animSprite; _animSprite = nullptr; } // finished playing animation? if (_state == STATE_PLAYING_ANIM && _animSprite != nullptr && _animSprite->isFinished()) { _state = STATE_READY; _currentSprite = _animSprite; } if (_sentence && _state != STATE_TALKING) { _sentence->finish(); } // default: stand animation if (!_currentSprite) { _currentSprite = _sprite; } switch (_state) { ////////////////////////////////////////////////////////////////////////// case STATE_PLAYING_ANIM: _currentSprite = _animSprite; break; ////////////////////////////////////////////////////////////////////////// case STATE_READY: if (!_animSprite) { _currentSprite = _sprite; } break; ////////////////////////////////////////////////////////////////////////// case STATE_TALKING: { _sentence->update(); if (_sentence->_currentSprite) { _tempSprite2 = _sentence->_currentSprite; } bool timeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->isPlaying() && !_sentence->_sound->isPaused())) || (!_sentence->_sound && _sentence->_duration <= _gameRef->getTimer()->getTime() - _sentence->_startTime); if (_tempSprite2 == nullptr || _tempSprite2->isFinished() || (/*_tempSprite2->_looping &&*/ timeIsUp)) { if (timeIsUp) { _sentence->finish(); _tempSprite2 = nullptr; _state = STATE_READY; } else { _tempSprite2 = getTalkStance(_sentence->getNextStance()); if (_tempSprite2) { _tempSprite2->reset(); _currentSprite = _tempSprite2; } ((AdGame *)_gameRef)->addSentence(_sentence); } } else { _currentSprite = _tempSprite2; ((AdGame *)_gameRef)->addSentence(_sentence); } } break; default: // Silence unhandled enum-warning break; } if (_currentSprite) { _currentSprite->getCurrentFrame(_zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100); if (_currentSprite->isChanged()) { _posX += _currentSprite->_moveX; _posY += _currentSprite->_moveY; } } updateBlockRegion(); _ready = (_state == STATE_READY); if (_theora) { int offsetX, offsetY; _gameRef->getOffset(&offsetX, &offsetY); _theora->_posX = _posX - offsetX; _theora->_posY = _posY - offsetY; _theora->update(); if (_theora->isFinished()) { _theora->stop(); delete _theora; _theora = nullptr; } } updatePartEmitter(); updateSpriteAttachments(); return STATUS_OK; }