Пример #1
0
void DieAction::dropOnGround(ActorPtr item)
{
  MapPtr map = _performer->getMap();
  if ( map != nullptr )
  {
    item->setPosition( _performer->getX(), _performer->getY() );
    map->addActor(item);
  }
}
Пример #2
0
void Destroyable::dropOnGround(ActorPtr item)
{
  ActorPtr owner = getOwner().lock();
  if (owner)
  {
    MapPtr map = owner->getMap();
    if ( map != nullptr )
    {
      item->setMap(nullptr);
      item->setPosition( owner->getX(), owner->getY() );
      map->addActor(item);
    }
  }
}
Пример #3
0
bool MoveAction::perform(ActorPtr performer)
{
  bool moved = false;
  _performer = performer;

  if ( _performer )
  {
    int newX = performer->getX() + _dx;
    int newY = performer->getY() + _dy;

    MapPtr map = performer->getMap();
    if ( map )
    {
      moved = true;
      if ( newX < 0 )
      {
        map->onExit(Direction::West, performer);
      }
      else if ( newX >= static_cast<int>(map->getWidth()) )
      {
        map->onExit(Direction::East, performer);
      }
      else if ( newY < 0 )
      {
        map->onExit(Direction::North, performer);
      }
      else if ( newY >= static_cast<int>(map->getHeight()) )
      {
        map->onExit(Direction::South, performer);
      }
      else
      {
        if ( !patchIsBlocked() )
        {
          performer->setPosition( newX, newY );
        }
        else
        {
          moved = false;
        }
      }

    }
  }

  return moved;
}
Пример #4
0
AWindow &CharacterCreationWindow::show()
{
  TCODConsole* console = Engine::instance().getConsole();
  if ( console )
  {
    showActivePanel();

    TCOD_key_t key;

    while( !TCODConsole::isWindowClosed() )
    {
      render(*console);
      Engine::instance().flush();

      TCODSystem::waitForEvent(TCOD_EVENT_KEY_PRESS,&key,NULL,true);

      _panels[_activePanel]->handleKey(key);

      if ( _enterGame )
      {
        ActorPtr player = Actor::create( _player, false);
        player->setPosition( Engine::instance().getModule().getStartX(),
                             Engine::instance().getModule().getStartY());
        PlayableCharacterPtr c = player->getFeature<PlayableCharacter>();
        c->advanceLevel();

        Engine::instance().getWorld().changeMap( Engine::instance().getModule().getStartMap() );
        Engine::instance().getWorld().setPlayer( player );

        Engine::instance().enterGame();
        break;
      }
    }
  }
  return *this;
}