// Update void Game_Player::Update() { bool last_moving = IsMoving(); if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning() /*move_route_forcing || Game_Temp::message_window_showing*/) { switch (Input::dir4) { case 2: MoveDown(); break; case 4: MoveLeft(); break; case 6: MoveRight(); break; case 8: MoveUp(); } } int last_real_x = real_x; int last_real_y = real_y; Game_Character::Update(); UpdateScroll(last_real_x, last_real_y); UpdateNonMoving(last_moving); }
void Game_Player::Update() { bool last_moving = IsMoving() || IsJumping(); if (IsMovable() && !Game_Map::GetInterpreter().IsRunning()) { switch (Input::dir4) { case 2: Move(Down); break; case 4: Move(Left); break; case 6: Move(Right); break; case 8: Move(Up); } } UpdateScroll(); Game_Character::Update(); if (location.aboard) GetVehicle()->SyncWithPlayer(); UpdateNonMoving(last_moving); }
void Game_Player::Update() { bool last_moving = IsMoving(); if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning() && !IsMoveRouteOverwritten() && !Game_Message::message_waiting) { switch (Input::dir4) { case 2: MoveDown(); break; case 4: MoveLeft(); break; case 6: MoveRight(); break; case 8: MoveUp(); } } int last_real_x = real_x; int last_real_y = real_y; Game_Character::Update(); UpdateScroll(last_real_x, last_real_y); UpdateNonMoving(last_moving); }