Пример #1
0
void EnemyPatroller::update(double dt) {
	if(!dying) {

		//setCurrentAnimation("walk");
		const int speed_gravity = 960;
		const double vision_range = 320;
		const double vision_min_range = 32;

		if(isGrounded()) {
			if (facing_direction == Facing::Left) {
				if(body->v.x > -walk_speed)
					cpBodyApplyImpulse(body, cpv(-500, 0), cpv(0, 0));
				
				if(!leftBumper->isGrounded())
					facing_direction = Facing::Right;
			} else if (facing_direction  == Facing::Right) {
				if(body->v.x < walk_speed)
					cpBodyApplyImpulse(body, cpv(500, 0), cpv(0, 0));
				
				if(!rightBumper->isGrounded())
					facing_direction = Facing::Left;
			}
		}
		
		updateSpriteFacing();
	}
}
Пример #2
0
void Troll::update(float dt)
{
	if (!dead)
	{
		ai->update(dt);
	}
	else
	{
		deathTimer += dt;
		
		if (!isFading)
		{
			if (deathAnim.curFrame != deathAnim.framesInAnimation-1)
			{
				rect = deathAnim.update(dt);
			}

			if (deathTimer >= timeToDie)
			{
				if (isGrounded())
				{
					deleteBody();

					isFading	= true;
					deathTimer	= 0.f;
					
					rect = deathAnim.frameIndex(deathAnim.framesInAnimation-1);
				}
			}
			else if (isGrounded())
			{
				deleteBody();
			}
		}
		else
		{
			if (deathTimer > fadeTime-1.f)
			{
				color.a = fadeTime - deathTimer;
				if (deathTimer >= fadeTime)
				{
					parent->removeChild(this, true);
				}
			}
		}
	}
}
Пример #3
0
void Actor::jump()
{
	if (isGrounded())
	{
		body->SetLinearVelocity(b2Vec2_zero);
		body->ApplyLinearImpulse(b2Vec2(0.f, jumpForce), body->GetPosition());
	}
}
Пример #4
0
void Player::doJump() {
	if(isGrounded()){
		b2Vec2 direction;
		if(body->GetLinearVelocity().y > -0.01)
			direction = b2Vec2(0, -250);
		else
			direction = b2Vec2(0, -125);
		body->ApplyForceToCenter(direction);
	}

	setState(PlayerJumping);
}
Пример #5
0
void Player::step(float frame, float time) {
	this->time = time;
	applyImpulse(frame);

	run->apply(skeleton.get(), time, true);
	skeleton->getRootBone()->x = X_OFFSET;
	skeleton->getRootBone()->y = Y_OFFSET;
	skeleton->updateWorldTransform();

	b2Vec2 speed = body->GetLinearVelocity();

	sync();

	if(speed.y > 1 && !isGrounded()) {
		setState(PlayerFalling);
	} else if(state == PlayerFalling && speed.y > -0.1){
		setState(PlayerStanding);
	} else if(state == PlayerPreJump){
		if(time > jumpStart + 0.05)
			doJump();
	} else if(state == PlayerRunning && (impulse == ImpulseNone || impulse == ImpulseBoth) && speed.x < 0.1 && speed.x > -0.1){
		setState(PlayerStanding);
	}
}