Пример #1
0
bool TutorialState::Update(ALLEGRO_EVENT *ev) {
	bool draw = false;
	al_get_keyboard_state(&keyState);

	if (ev->type == ALLEGRO_EVENT_TIMER) {
		MoveLivingBeings(ev);

		if (ev->timer.source == RPG::GetInstance()->GetTimer(_RegularTimer)) {
			player->ControlAttackRate();
			RPG::GetInstance()->CheckIfPlayerAttackedSomething(livingBeings, keyState);
			RPG::GetInstance()->RemoveDeadLivingBeingsFromVector(livingBeings);

			UpdateSwitches();
			tutorialPortal->CheckIfPlayerPassedThrough(player);

			// if player went through portal to Rakos and has chosen a vocation, teleport it to Rakos Temple
			if (portalToRakos->PassedThrough(player)) {
				if (player->getVocation() != _NoVocation) {
					RPG::GetInstance()->ChangeState(_Rakos);
					return true;
				}
			}

			UpdateDialogs();
		}

		// controlling sea animation
		if (ev->timer.source == RPG::GetInstance()->GetTimer(_DrawTimer)) {
			seaAnimationFrame++;
			if (seaAnimationFrame > WorldBlockSize-1)
				seaAnimationFrame = 0;
		}

		RPG::GetInstance()->UpdateCamera(worldMapLevel1, livingBeings);
		RPG::GetInstance()->UpdateAnimationsFrame(livingBeings);
		RPG::GetInstance()->UpdateAnimationsFrame(portals);
		if (ev->timer.source == RPG::GetInstance()->GetTimer(_PortalAnimTimer))
			portalToRakos->UpdateAnimationFrame();
		RPG::GetInstance()->UpdateWeaponAndShieldPositions(livingBeings);
		RPG::GetInstance()->UpdateWeaponAttackAnimations(livingBeings);

		player->updateLevel();
		sideBar->Update();

		// if left mouse pressed and any being is speaking, stop speaking
		if (RPG::GetInstance()->Mouse->leftMouseButtonReleased)
			for (LivingBeing *being: livingBeings)
				being->StopSpeaking();

		// sorting vector in the correct drawing order
		sort(livingBeings.begin(), livingBeings.end(), [](LivingBeing *a, LivingBeing *b) { return a->getY() < b->getY(); });

		draw = true;
	}

	draw = CheckIfPlayerChoseAVocation(ev);

	return draw;
}
Пример #2
0
void Shunt::UpdateSwitchesPosition()
{
    if(m_parentList[0]) {
        m_pointList[1] = GetSwitchPoint(m_parentList[0], m_pointList[0], m_pointList[2]);
    } else {
        m_pointList[1] = m_pointList[0];
    }
    UpdateSwitches();
}