SDL_Rect gun :: get_position(Dot myDot, Setup foo) { if(look_up) { box.x = myDot.box.x; box.y = myDot.box.y; weapons2T.loadFromFile( "first_test16.bmp" ); } else if(look_down && !myDot.is_onGround()) ///very much so temp--- this should be its own move, once i get moves sorted :D { box.x = myDot.box.x; box.y = myDot.box.y + (myDot.box.h - speed); weapons2T.loadFromFile( "first_test15.bmp" ); } else { if(!direction) { box.x = myDot.box.x + (trueWidth - speed); weapons2T.loadFromFile( "first_test14.bmp" ); } else { box.x = (myDot.box.x - 128) + (128 - trueWidth); weapons2T.loadFromFile( "first_test13.bmp" ); } box.y = myDot.box.y + trueHeight/2; } return box; }
SDL_Rect sword :: get_position(Dot myDot, Setup foo) { if(look_up) { box.x = myDot.box.x; box.y = (myDot.box.y - le) + properHeight; weaponsT.loadFromFile( "first_test12.bmp" ); } else if(look_down && !myDot.is_onGround()) ///very much so temp--- this should be its own move, once i get moves sorted :D { box.x = myDot.box.x; box.y = myDot.box.y + myDot.box.h; weaponsT.loadFromFile( "first_test11.bmp" ); } else { if(!direction) { box.x = myDot.box.x + trueWidth; weaponsT.loadFromFile( "first_test10.bmp" ); } else { box.x = (myDot.box.x - 128) + (128 - trueWidth); weaponsT.loadFromFile( "first_test9.bmp" ); } box.y = myDot.box.y + trueHeight/2; return box; } }
void gun:: weaponControl(Dot myDot) { // Uint8 *keystates = SDL_GetKeyState( NULL ); Mix_PlayChannel( -1, gunSound, 0 ); if(!direction) { right = true; left = false; } else { left = true; right = false; } if(up) { look_up = true; right = false; left = false; } else { look_up = false; } if(down && !myDot.is_onGround()) { look_down = true; } else { look_down = false; } for( int p = 0; p < 20; p++ ) { particles[ p ] = new Particle( box.x, box.y, 4); } }