Пример #1
0
/**
 * @brief Creates a movement of type CircleMovement that will be accessible from the script.
 *
 * - Argument 1 (integer): type of the center entity
 * (must match the enumeration EntityType)
 * - Argument 2 (string): name of the center entity
 * - Argument 3 (int): the radius of the circle in pixels
 * - Return value (movement): a handle to the movement created
 *
 * @param l the Lua context that is calling this function
 */
int Script::main_api_circle_movement_create(lua_State *l) {

  Script *script;
  called_by_script(l, 3, &script);
  int center_type = luaL_checkinteger(l, 1);
  const std::string& center_name = luaL_checkstring(l, 2);
  int radius = luaL_checkinteger(l, 3);

  MapEntity* center_entity = script->get_map().get_entities().
      get_entity(EntityType(center_type), center_name);

  CircleMovement *movement = new CircleMovement();
  movement->set_center(center_entity);
  movement->set_radius(radius);
  int movement_handle = script->create_movement_handle(*movement);
  lua_pushinteger(l, movement_handle);

  return 1;
}
Пример #2
0
/**
 * @brief Starts this state.
 * @param previous_state the previous state
 */
void Hero::SpinAttackState::start(State* previous_state) {

  State::start(previous_state);

  // play the sound
  play_spin_attack_sound();

  // start the animation
  if (get_equipment().has_ability("sword_knowledge")) {
    get_sprites().set_animation_super_spin_attack();
    CircleMovement* movement = new CircleMovement(false);
    movement->set_center(hero.get_xy());
    movement->set_radius_speed(128);
    movement->set_radius(24);
    movement->set_angle_speed(540);
    movement->set_max_rotations(3);
    movement->set_clockwise(true);
    hero.set_movement(movement);
  }
  else {
    get_sprites().set_animation_spin_attack();
  }
}