Пример #1
0
/**
 * @brief This function is called when a game key is pressed.
 * @param key a key
 */
void Game::key_pressed(GameControls::GameKey key) {

  if (!is_suspended()) {    

    if (key == GameControls::PAUSE) {
      if (can_pause()) {
        set_paused(true);
      }
    }
    else {
      // when the game is not suspended, all other keys apply to the hero
      hero->key_pressed(key);
    }
  }

  // is a message being shown?
  else if (is_showing_message()) {
    dialog_box->key_pressed(key);
  }

  // is the game paused?
  else if (is_paused()) {
    pause_menu->key_pressed(key);
  }

  // is the game over sequence shown?
  else if (is_showing_gameover()) {
    gameover_sequence->key_pressed(key);
  }
}
Пример #2
0
/**
 * \brief This function is called when a game command is pressed.
 * \param command A game command.
 */
void Game::notify_command_pressed(GameCommands::Command command) {

  // Is a built-in dialog box being shown?
  if (is_dialog_enabled()) {
    if (dialog_box.notify_command_pressed(command)) {
      return;
    }
  }

  // See if the game script handles the command.
  if (get_lua_context().game_on_command_pressed(*this, command)) {
    return;
  }

  // See if the map script handled the command.
  if (get_lua_context().map_on_command_pressed(get_current_map(), command)) {
    return;
  }

  // Lua scripts did not override the command: do the built-in behavior.
  if (command == GameCommands::PAUSE) {
    if (is_paused()) {
      if (can_unpause()) {
        set_paused(false);
      }
    }
    else {
      if (can_pause()) {
        set_paused(true);
      }
    }
  }

  else if (!is_suspended()) {
    // When the game is not suspended, all other commands apply to the hero.
    hero->notify_command_pressed(command);
  }
}