Exemplo n.º 1
0
bool Player::touchesStairs(SDL_Rect box, Tile* tiles[], bool goDown)
{
	if (!goDown)
	{
		for (int i = 0; i < totalTiles; ++i)
		{
			if (tiles[i]->Type() == 'R')
			{

				if (checkCollision(box, tiles[i]->Box()))
				{
					rightStair = true;
					leftStair = false;
					return true;
				}
			}
			if (tiles[i]->Type() == 'L')
			{
				if (checkCollision(box, tiles[i]->Box()))
				{
					rightStair = false;
					leftStair = true;
					return true;
				}
			}
		}
	}
	else if (goDown)
	{
		for (int i = 0; i < totalTiles; ++i)
		{
			if (tiles[i]->Type() == 'R')
			{
				Tile* tempTile = new Tile(tiles[i]->Box().x + 32, tiles[i]->Box().y - 16, 'R');
				if (tiles[i]->Box().y >= (box.y + box.h))
				{
					if (checkCollision(box, tempTile->Box()))
					{
						rightStair = true;
						leftStair = false;
						return true;
					}
				}
			}
			if (tiles[i]->Type() == 'L')
			{
				Tile* tempTile = new Tile(tiles[i]->Box().x - 32, tiles[i]->Box().y - 16, 'R');
				if (tiles[i]->Box().y >= (box.y + box.h))
				{
					if (checkCollision(box, tempTile->Box()))
					{
						leftStair = true;
						rightStair = false;
						return true;
					}
				}
			}			
		}
	}
	
	return false;
}
Exemplo n.º 2
0
void Player::moveToStairsDown(SDL_Rect box, Tile* tiles[])
{
	int playerRight = box.x + box.w;
	int playerLeft = box.x;	

	for (int i = 0; i < totalTiles; ++i)
	{
		if (tiles[i]->Type() == 'R')
		{
			Tile* tempTile = new Tile(tiles[i]->Box().x + 32, tiles[i]->Box().y - 16, 'R');

			if (playerRight > tempTile->Box().x && playerRight < (tempTile->Box().x + tempTile->Box().w))
			{
				//Not exactly sure why this works, I assume it needs to override a movement the other way
				playerBox.x += 2;
			}
			if (playerLeft > tempTile->Box().x && playerLeft < (tempTile->Box().x + tempTile->Box().w))
			{
				playerBox.x -= 1;
			}
			if (playerLeft == tempTile->Box().x)
			{
				onStairs = true;
				rightStair = true;
				leftStair = false;
				secondStep = 8;
				stepUp = false;
				takeStep(false, false);				
				crouching = false;
				stepFrame = 1;
				cameraStart = playerBox.x;
				cameraStep = 0;
			}
		}
		if (tiles[i]->Type() == 'L')
		{
			Tile* tempTile = new Tile(tiles[i]->Box().x - 32, tiles[i]->Box().y - 16, 'L');

			if (playerRight > tempTile->Box().x && playerRight < (tempTile->Box().x + tempTile->Box().w))
			{				
				playerBox.x += 1;
			}
			if (playerLeft > tempTile->Box().x && playerLeft < (tempTile->Box().x + tempTile->Box().w))
			{
				playerBox.x -= 2;
			}
			if (playerLeft == tempTile->Box().x)
			{
				onStairs = true;
				leftStair = true;
				rightStair = false;
				secondStep = 8;
				stepUp = false;
				takeStep(false, true);
				crouching = false;
				stepFrame = 1;
				cameraStart = playerBox.x;
				cameraStep = 0;
			}
		}
	}
}