示例#1
0
void Game_Character::MoveDown() {
	if (turn_enabled) TurnDown();

	if (IsPassable(x, y, RPG::EventPage::Direction_down)) {
		TurnDown();
		y += 1;
		//IncreaseSteps();
		move_failed = false;
	} else {
		CheckEventTriggerTouch(x, y + 1);
		move_failed = true;
	}
}
示例#2
0
void Game_Character::MoveDownRight() {
	if (!IsDirectionFixed()) {
		if (GetDirection() % 2) {
			TurnRight();
		} else {
			TurnDown();
		}
	}

	if (jumping) {
		jump_plus_x++;
		jump_plus_y++;
		return;
	}

	if ((IsPassable(GetX(), GetY(), RPG::EventPage::Direction_right)
		&& IsPassable(GetX() + 1, GetY(), RPG::EventPage::Direction_down))
		|| (IsPassable(GetX(), GetY(), RPG::EventPage::Direction_down)
		&& IsPassable(GetX(), GetY() + 1, RPG::EventPage::Direction_right))) {
			SetX(GetX() + 1);
			SetY(GetY() + 1);
			BeginMove();
			stop_count = 0;
			move_failed = false;
	}
}
示例#3
0
void Snake::HandleInput(sf::Event & E)
{
	//Implementacja interfejsu IControl. Zmienia stan wê¿a w zale¿noœci od rodzaju zda¿enia
	//przekazanego w argumencie, albo tworzy nowy pocisk zmierzaj¹cy do miejsca klikniêcia myszk¹.
	switch (E.type)
	{
	case sf::Event::KeyPressed:
		if (E.key.code == sf::Keyboard::W)
			TurnUp();
		else
		if (E.key.code == sf::Keyboard::S)
			TurnDown();
		else
		if (E.key.code == sf::Keyboard::D)
			TurnRight();
		else
		if (E.key.code == sf::Keyboard::A)
			TurnLeft();
		break;

	case sf::Event::MouseButtonPressed:
		if (E.mouseButton.button == sf::Mouse::Left)
			Shoot(E.mouseButton.x, E.mouseButton.y);
		break;
	default:
		break;
	}
}
示例#4
0
void Game_Character::TurnTowardPlayer() {
	int sx = DistanceXfromPlayer();
	int sy = DistanceYfromPlayer();

	if ( std::abs(sx) > std::abs(sy) ) {
		(sx > 0) ? TurnLeft() : TurnRight();
	}
	else if ( std::abs(sx) < std::abs(sy) ) {
		(sy > 0) ? TurnUp() : TurnDown();
	}
}
示例#5
0
void Game_Character::Turn180Degree() {
	switch (direction) {
	case RPG::EventPage::Direction_down:
		TurnUp();
		break;
	case RPG::EventPage::Direction_left:
		TurnRight();
		break;
	case RPG::EventPage::Direction_right:
		TurnLeft();
		break;
	case RPG::EventPage::Direction_up:
		TurnDown();
		break;
	}
}
示例#6
0
void Game_Character::FaceRandomDirection() {
	switch (rand() % 4) {
	case 0:
		TurnDown();
		break;
	case 1:
		TurnLeft();
		break;
	case 2:
		TurnRight();
		break;
	case 3:
		TurnUp();
		break;
	}
}
示例#7
0
void Game_Character::MoveDown() {
	if (!IsDirectionFixed()) TurnDown();

	if (jumping) {
		jump_plus_y++;
		return;
	}

	if (IsPassable(GetX(), GetY(), RPG::EventPage::Direction_down)) {
		SetY(GetY() + 1);
		BeginMove();
		stop_count = 0;
		move_failed = false;
	} else {
		CheckEventTriggerTouch(GetX(), GetY() + 1);
		move_failed = true;
	}
}
示例#8
0
void Game_Character::MoveTypeCustom() {
	if (IsStopping()) {
		move_failed = false;
		if ((size_t)move_route_index >= move_route->move_commands.size()) {
			// End of Move list
			if (move_route->repeat) {
				move_route_index = 0;
			} else if (move_route_forcing) {
				move_route_forcing = false;
				if (move_route_owner != NULL) {
					move_route_owner->EndMoveRoute(move_route);
				}
				move_route = original_move_route;
				move_route_index = original_move_route_index;
				original_move_route = NULL;
			}
		} else {
			RPG::MoveCommand& move_command = move_route->move_commands[move_route_index];
			switch (move_command.command_id) {
			case RPG::MoveCommand::Code::move_up:
				MoveUp(); break;
			case RPG::MoveCommand::Code::move_right:
				MoveRight(); break;
			case RPG::MoveCommand::Code::move_down:
				MoveDown(); break;
			case RPG::MoveCommand::Code::move_left:
				MoveLeft(); break;
			case RPG::MoveCommand::Code::move_upright: break;
			case RPG::MoveCommand::Code::move_downright: break;
			case RPG::MoveCommand::Code::move_downleft: break;
			case RPG::MoveCommand::Code::move_upleft: break;
			case RPG::MoveCommand::Code::move_random:
				MoveRandom();
				break;
			case RPG::MoveCommand::Code::move_towards_hero:
				MoveTowardsPlayer();
				break;
			case RPG::MoveCommand::Code::move_away_from_hero:
				MoveAwayFromPlayer();
				break;
			case RPG::MoveCommand::Code::move_forward:
				MoveForward();
				break;
			case RPG::MoveCommand::Code::face_up:
				TurnUp(); break;
			case RPG::MoveCommand::Code::face_right:
				TurnRight(); break;
			case RPG::MoveCommand::Code::face_down:
				TurnDown(); break;
			case RPG::MoveCommand::Code::face_left:
				TurnLeft(); break;
			case RPG::MoveCommand::Code::turn_90_degree_right:
				Turn90DegreeRight();
				break;
			case RPG::MoveCommand::Code::turn_90_degree_left:
				Turn90DegreeLeft();
				break;
			case RPG::MoveCommand::Code::turn_180_degree:
				Turn180Degree();
				break;
			case RPG::MoveCommand::Code::turn_90_degree_random:
				Turn90DegreeLeftOrRight();
				break;
			case RPG::MoveCommand::Code::face_random_direction: break;
			case RPG::MoveCommand::Code::face_hero: break;
			case RPG::MoveCommand::Code::face_away_from_hero: break;
			case RPG::MoveCommand::Code::wait: break;
			case RPG::MoveCommand::Code::begin_jump: break;
			case RPG::MoveCommand::Code::end_jump: break;
			case RPG::MoveCommand::Code::lock_facing:
				Lock();
				break;
			case RPG::MoveCommand::Code::unlock_facing:
				Unlock();
				break;
			case RPG::MoveCommand::Code::increase_movement_speed:
				move_speed = min(move_speed + 1, 6); break;
			case RPG::MoveCommand::Code::decrease_movement_speed:
				move_speed = max(move_speed - 1, 1); break;
			case RPG::MoveCommand::Code::increase_movement_frequence: break;
			case RPG::MoveCommand::Code::decrease_movement_frequence: break;
			case RPG::MoveCommand::Code::switch_on: // Parameter A: Switch to turn on
				Game_Switches[move_command.parameter_a] = true;
				Game_Map::SetNeedRefresh(true);
				break;
			case RPG::MoveCommand::Code::switch_off: // Parameter A: Switch to turn off
				Game_Switches[move_command.parameter_a] = false;
				Game_Map::SetNeedRefresh(true);
				break;
			case RPG::MoveCommand::Code::change_graphic: // String: File, Parameter A: index
				character_name = move_command.parameter_string;
				character_index = move_command.parameter_a;
				break;
			case RPG::MoveCommand::Code::play_sound_effect: // String: File, Parameters: Volume, Tempo, Balance
				if (move_command.parameter_string != "(OFF)") {
					Audio().SE_Play(move_command.parameter_string,
						move_command.parameter_a, move_command.parameter_b);
				}
				break;
			case RPG::MoveCommand::Code::walk_everywhere_on:
				through = true;
				break;
			case RPG::MoveCommand::Code::walk_everywhere_off:
				through = false;
				break;
			case RPG::MoveCommand::Code::stop_animation: break;
			case RPG::MoveCommand::Code::start_animation: break;
			case RPG::MoveCommand::Code::increase_transp: break; // ???
			case RPG::MoveCommand::Code::decrease_transp: break; // ???
			}

			if (move_route->skippable || !move_failed) {
				++move_route_index;
			}
		}
	}
}
示例#9
0
void Game_Character::MoveTypeCustom() {
	// Detect if custom movement or event overwrite
	const RPG::MoveRoute* active_route;
	int active_route_index;
	bool overwrite_changed = IsMoveRouteOverwritten();
	if (IsMoveRouteOverwritten()) {
		active_route = &GetMoveRoute();
		active_route_index = GetMoveRouteIndex();
	}
	else {
		active_route = &original_move_route;
		active_route_index = GetOriginalMoveRouteIndex();
	}

	if (IsStopping()) {
		move_failed = false;
		if ((size_t)active_route_index >= active_route->move_commands.size()) {
			// End of Move list
			if (active_route->repeat) {
				active_route_index = 0;
				SetMoveRouteRepeated(true);
			} else if (IsMoveRouteOverwritten()) {
				SetMoveRouteOverwritten(false);
				EndMoveRoute();
				stop_count = 0;
			}
		} else {
			do {
				const RPG::MoveCommand& move_command = active_route->move_commands[active_route_index];

				int command_id = move_command.command_id;
				if (!jumping && command_id == RPG::MoveCommand::Code::begin_jump) {
					active_route_index = BeginJump(active_route, active_route_index);
				}

				switch (move_command.command_id) {
				case RPG::MoveCommand::Code::move_up:
					MoveUp();
					break;
				case RPG::MoveCommand::Code::move_right:
					MoveRight();
					break;
				case RPG::MoveCommand::Code::move_down:
					MoveDown();
					break;
				case RPG::MoveCommand::Code::move_left:
					MoveLeft();
					break;
				case RPG::MoveCommand::Code::move_upright:
					MoveUpRight();
					break;
				case RPG::MoveCommand::Code::move_downright:
					MoveDownRight();
					break;
				case RPG::MoveCommand::Code::move_downleft:
					MoveDownLeft();
					break;
				case RPG::MoveCommand::Code::move_upleft:
					MoveUpLeft();
					break;
				case RPG::MoveCommand::Code::move_random:
					MoveRandom();
					break;
				case RPG::MoveCommand::Code::move_towards_hero:
					MoveTowardsPlayer();
					break;
				case RPG::MoveCommand::Code::move_away_from_hero:
					MoveAwayFromPlayer();
					break;
				case RPG::MoveCommand::Code::move_forward:
					MoveForward();
					break;
				case RPG::MoveCommand::Code::face_up:
					TurnUp();
					break;
				case RPG::MoveCommand::Code::face_right:
					TurnRight();
					break;
				case RPG::MoveCommand::Code::face_down:
					TurnDown();
					break;
				case RPG::MoveCommand::Code::face_left:
					TurnLeft();
					break;
				case RPG::MoveCommand::Code::turn_90_degree_right:
					Turn90DegreeRight();
					break;
				case RPG::MoveCommand::Code::turn_90_degree_left:
					Turn90DegreeLeft();
					break;
				case RPG::MoveCommand::Code::turn_180_degree:
					Turn180Degree();
					break;
				case RPG::MoveCommand::Code::turn_90_degree_random:
					Turn90DegreeLeftOrRight();
					break;
				case RPG::MoveCommand::Code::face_random_direction:
					FaceRandomDirection();
					break;
				case RPG::MoveCommand::Code::face_hero:
					TurnTowardHero();
					break;
				case RPG::MoveCommand::Code::face_away_from_hero:
					TurnAwayFromHero();
					break;
				case RPG::MoveCommand::Code::wait:
					Wait();
					break;
				case RPG::MoveCommand::Code::begin_jump:
					// Multiple BeginJumps are ignored
					break;
				case RPG::MoveCommand::Code::end_jump:
					active_route_index = EndJump(active_route, active_route_index);
					break;
				case RPG::MoveCommand::Code::lock_facing:
					SetFacingLocked(true);
					break;
				case RPG::MoveCommand::Code::unlock_facing:
					SetFacingLocked(false);
					break;
				case RPG::MoveCommand::Code::increase_movement_speed:
					SetMoveSpeed(min(GetMoveSpeed() + 1, 6));
					break;
				case RPG::MoveCommand::Code::decrease_movement_speed:
					SetMoveSpeed(max(GetMoveSpeed() - 1, 1));
					break;
				case RPG::MoveCommand::Code::increase_movement_frequence:
					SetMoveFrequency(min(GetMoveFrequency() + 1, 8));
					break;
				case RPG::MoveCommand::Code::decrease_movement_frequence:
					SetMoveFrequency(max(GetMoveFrequency() - 1, 1));
					break;
				case RPG::MoveCommand::Code::switch_on: // Parameter A: Switch to turn on
					Game_Switches[move_command.parameter_a] = true;
					Game_Map::SetNeedRefresh(true);
					break;
				case RPG::MoveCommand::Code::switch_off: // Parameter A: Switch to turn off
					Game_Switches[move_command.parameter_a] = false;
					Game_Map::SetNeedRefresh(true);
					break;
				case RPG::MoveCommand::Code::change_graphic: // String: File, Parameter A: index
					SetGraphic(move_command.parameter_string, move_command.parameter_a);
					break;
				case RPG::MoveCommand::Code::play_sound_effect: // String: File, Parameters: Volume, Tempo, Balance
					if (move_command.parameter_string != "(OFF)") {
						Audio().SE_Play(move_command.parameter_string,
							move_command.parameter_a, move_command.parameter_b);
					}
					break;
				case RPG::MoveCommand::Code::walk_everywhere_on:
					through = true;
					break;
				case RPG::MoveCommand::Code::walk_everywhere_off:
					through = false;
					break;
				case RPG::MoveCommand::Code::stop_animation:
					walk_animation = false;
					break;
				case RPG::MoveCommand::Code::start_animation:
					walk_animation = true;
					break;
				case RPG::MoveCommand::Code::increase_transp:
					SetOpacity(max(40, GetOpacity() - 45));
					break;
				case RPG::MoveCommand::Code::decrease_transp:
					SetOpacity(GetOpacity() + 45);
					break;
				}

				if (active_route->skippable || !move_failed) {
					++active_route_index;
				}
			} while (jumping);

			if ((size_t)active_route_index >= active_route->move_commands.size()) {
				stop_count = (active_route->repeat ? 0 : 256);
			}
		}
	}

	// When the overwrite status changed the active_index belongs to the
	// current non-active move route
	if (overwrite_changed != IsMoveRouteOverwritten()) {
		if (IsMoveRouteOverwritten()) {
			SetOriginalMoveRouteIndex(active_route_index);
		}
		else {
			SetMoveRouteIndex(active_route_index);
		}
	}
	else {
		if (IsMoveRouteOverwritten()) {
			SetMoveRouteIndex(active_route_index);
		}
		else {
			SetOriginalMoveRouteIndex(active_route_index);
		}
	}
}