Пример #1
0
void Quad::SwapUVs(Facing eFacing) // swaps quad facing for animation
{
	switch (eFacing){
	case LEFT:
		if ((FacingCheck("LEFT") != true))
		{
		m_aoVerts[0].UV = m_aoVerts[1].UV;
		m_aoVerts[1].UV = m_aoVerts[0].UV;
		m_aoVerts[2].UV = m_aoVerts[3].UV;
		m_aoVerts[3].UV = m_aoVerts[4].UV;
		iFacing = "LEFT";
		}
		else
		{
		}
		break;

	case RIGHT:
	if ((FacingCheck("RIGHT") != true))
		{
		m_aoVerts[0].UV = m_aoVerts[1].UV;
		m_aoVerts[1].UV = m_aoVerts[0].UV;
		m_aoVerts[2].UV = m_aoVerts[3].UV;
		m_aoVerts[3].UV = m_aoVerts[4].UV;
		iFacing = "RIGHT";
		}
		else
		{
		}
		break;

	case UP:
		if ((FacingCheck("UP") != true))
		{
		//UV STUFF GOES HERE
		iFacing = "UP";
		}
		else
		{
		}
		
		break;

	case DOWN:
			if ((FacingCheck("DOWN") != true))
		{
		//UV STUFF GOES HERE
		iFacing = "DOWN";
		}
		else
		{
		}
		
		break;

	default:
		break;
	}
}
Пример #2
0
void GameEntity::Input()
{ 
	  if (GLFW_PRESS == glfwGetKey(GameWindow, GLFW_KEY_W))
        {
			SetAnimation("LookUp",ONCE);
			SwapUVs(UP);
			
	  }
	  if 
		  (GLFW_PRESS == glfwGetKey(GameWindow, GLFW_KEY_A))
        {
			SetAnimation("Run",LOOP);
			SwapUVs(LEFT);
                m_v3Position -= Vector3(1.f, 0.0f, 0.0f);
        }

        if (GLFW_PRESS == glfwGetKey(GameWindow, GLFW_KEY_S))
        {
			SetAnimation("Duck",LOOP);
			SwapUVs(DOWN);
			m_v3Position += Vector3(0.0f, -1.f, 0.0f);
		}

		if (GLFW_PRESS == glfwGetKey(GameWindow, GLFW_KEY_D))
			{
				if(FacingCheck("RIGHT") != true) // if the sprite isn't already facing right..
					{
					SetAnimation("TurnAround", ONCE); //Set the animation to turn around...
					SwapUVs(RIGHT); //Swap UV's to flip the sprite...
					iFacing = "Right"; // Sets the facing flag to Right.
						if (currentAnimation !="Run")
						{
							SetAnimation("Run",LOOP);
							m_v3Position += Vector3(1.f, 0.0f, 0.0f);
						}
					}
				else
					SwapUVs(RIGHT);
					 m_v3Position += Vector3(1.f, 0.0f, 0.0f);
        }

		if (GLFW_PRESS	== glfwGetKey(GameWindow, GLFW_KEY_SPACE))
		{
			//if(this->Hitbox.CheckGrounded)
		}
	

		 if (GLFW_PRESS == glfwGetKey(GameWindow, GLFW_KEY_V))
        {
			
               SetColor(
				   Vector4((rand()%255)/255.f,(rand()%255)/255.f,(rand()%255)/255.f,1.f),
				   Vector4((rand()%255)/255.f,(rand()%255)/255.f,(rand()%255)/255.f,1.f),
				   Vector4((rand()%255)/255.f,(rand()%255)/255.f,(rand()%255)/255.f,1.f),
				   Vector4((rand()%255)/255.f,(rand()%255)/255.f,(rand()%255)/255.f,1.f)
				   );

        }
}
Пример #3
0
 void FilterTargets(std::list<WorldObject*>& unitList)
 {
     unitList.remove_if (FacingCheck(GetCaster()));
 }