void CPlayerBase::Win()
{
	PROFILE_FUNCTION("win base");

	TCompTransform* player_transform = myEntity->get<TCompTransform>();
	VEC3 player_position = player_transform->getPosition();
	if (!cc->OnGround()) {
		Falling();
	}
	orbitCameraDeath();
	ChangeState("idle");
	ChangeCommonState("idle");
}
예제 #2
0
func Check() {
  var clnk;
  if(GetAction()S="Falling") return(Falling());
    
  while(clnk=FindObject(0,-25,0,50,100,OCF_CrewMember(),0,0,0,clnk)) 
    if(GetAlive(clnk) && !Random(2)) { 
      Sound("Earthquake"); 
      SetAction("Falling");
      SetPhase(phase);
      RemoveVertex(0);
      RemoveVertex(0);
    }
}
예제 #3
0
void Character::Update()
{
    //Ai module for character
    if (aiEnabled_) {
        if (GetCurrentPositionX() - GetMoveSpeedDelta() <= 0) {
            SetKeyRight(true);
            SetKeyLeft(false);
        }
        else if (GetCurrentPositionX() + GetWidth() + GetMoveSpeedDelta() >= mapWidth_) {
            SetKeyLeft(true);
            SetKeyRight(false);
        }




        if (KeyRight_)
        {
            CollisionMovingRight();
        }
        else if (KeyLeft_)
        {
            CollisionMovingLeft();
        }


        //Characters forever in a state of falling?
        if (GetCharacterYAxisState() == CHARACTERYAXISSTATES::CHARACTERFALLING ||
                GetCharacterYAxisState() == CHARACTERYAXISSTATES::CHARACTERONGROUND)
        {
            Falling();
        }
        else if (GetCharacterYAxisState() == CHARACTERYAXISSTATES::CHARACTERJUMPING)
        {
            Jumping();
        }



    }
}
예제 #4
0
bool Physics::addFallSimulation(uint8_t block, vec pos, uint32_t EID)
{  
  fallSimList.push_back(Falling(block,pos,EID));
  return true;
}