示例#1
0
void Player::check_water(Map *map)
{
    const Tmx::Tileset *tileset = map->get_tileset(0);
    const Tmx::PropertySet prop = tileset->GetProperties();

    // Check if under water
    int start = prop.GetNumericProperty("water_start");
    int end = prop.GetNumericProperty("water_end");
    if (start && check_center(map, start, end)) {
        set_ay(get_attribute("water_weight"));
        m_in_water = true;
    }
    else {
        if (m_in_water) {
            if (m_action == Jump) {
                set_vy(-get_attribute("water_jump_speed"));
            }
            else if (m_action == Catapult) {
                set_vy(-get_attribute("water_catapult_speed"));
            }
        }
        set_ay(get_attribute("weight"));
        m_in_water = false;
    }

}
示例#2
0
Player::Player(const char *fn, MediaDB *media, int x, int y, Direction dir)
    : Actor(Object::TypePlayer, x, y, dir),
      m_morph(0), m_area(0),
      m_hit_ground(false),
      m_jump_ready(true), m_in_water(false)
{
    load(fn, media);
    set_ay(get_attribute("weight"));
}
示例#3
0
Monster::Monster(const char *fn, MediaDB *media, int x, int y, Direction dir)
    : Actor(Object::TypeMonster, x, y, dir),
      m_invinsible(false), m_hit_ground(false)
{
    load(fn, media);
    m_curr_hp = get_attribute("hp");
    set_action(Still);
    set_ay(get_attribute("weight"));
}
示例#4
0
void Monster::move(Map *map)
{
    set_ay(get_attribute("weight"));

    switch(m_action) {
        case Still:
            break;

        case Move:
            Body::move(map);
            if (get_fall()) {
                set_action(Fall);
            }
            break;

        case Fall:
            Body::move(map);
            if (!get_fall()) {
                m_hit_ground = true;
                set_vx(0);
                set_action(Still);
            }
            break;

        case Jump:
            Body::move(map);
            if (get_fall()) {
                set_action(Still);
            }
            break;

        case Hit:
            if (m_hit == HitPerish) {
                set_vx(0);
                if (m_perish_timer.expired(get_attribute("perish_time"))) {
                    m_hit = HitPerished;
                }
            }
            else if (m_hit_timer.expired(get_attribute("hit_time"))) {
                m_hit_timer.reset();
                set_vx(0);
                set_lock_direction(false);
                m_hit = HitNone;
                set_action(Still);
            }
            Body::move(map);
            break;

        default:
            break;
    }
}
示例#5
0
void Climber::move(Map *map)
{
    int input = get_input();

    if (m_climb_dir == ClimbNone && (m_action == Jump || m_action == Fall)) {
        const Tmx::Tileset *tileset = map->get_tileset(0);
        const Tmx::PropertySet prop = tileset->GetProperties();

        // Check if on climb block
        int block_id = prop.GetNumericProperty("climb");
        if (block_id) {
            if (m_dir == Right && (input & PRESS_RIGHT)) {
                if (check_ahead(map, 1, block_id, block_id) == 0) {
                    set_vx(0);
                    set_ay(0);
                    m_leave_ready = false;
                    m_climb_dir = ClimbRight;
                }
            }
            else if (m_dir == Left && (input & PRESS_LEFT)) {
                if (check_ahead(map, 1, block_id, block_id) == 0) {
                    set_vx(0);
                    set_ay(0);
                    m_leave_ready = false;
                    m_climb_dir = ClimbLeft;
                }
            }
        }
    }

    if (m_climb_dir == ClimbNone) {
        Knight::move(map);
    }
    else {
        move_climb(map, input);
    }
}
示例#6
0
Hovering::Hovering(const char *fn, MediaDB *media, int x, int y, int w,
                   Direction dir)
    : Monster(fn, media, x + w / 2, y, dir),
      m_x0(x), m_x1(x + w)
{
    set_ay(0);
    set_solid(false);

    const char* bullet_name = get_string("bullet");
    int num_bullets = get_attribute("num_bullets");

    for (int i = 0; i < num_bullets; i++) {
        SolidBullet *bullet = new SolidBullet(bullet_name, media);
        if (!bullet->get_loaded()) {
            exit(1);
        }
        m_bullets.push_back(bullet);
    }
}
示例#7
0
void Waver::move(Map *map)
{
    switch(m_action) {
        case Still:
            set_action(Move);
            break;

        case Move:
            face_reference(get_attribute("turn_width"));
            animate_move();
            if (m_dir == Right) {
                set_vx(get_move_speed(map));
            }
            else {
                set_vx(-get_move_speed(map));
            }

            m_wave_index += get_attribute("frequency");
            if (m_wave_index >= c_num_steps) {
                m_wave_index = m_wave_index - c_num_steps;
            }
            set_vy(get_attribute("amplitude") * m_wave_y[m_wave_index] / 16);
            Body::move(map);
            break;

        case Hit:
        case HitPerish:
            set_ay(0);
            set_vy(0);
            process_hit();
            Monster::move(map);
            break;

        default:
            break;
    }
}
示例#8
0
void Body::set_accelration(int ax, int ay)
{
    set_ax(ax);
    set_ay(ay);
}
示例#9
0
void Player::player_move(Map *map)
{
    const Tmx::Tileset *tileset = map->get_tileset(0);
    const Tmx::PropertySet prop = tileset->GetProperties();

    // Check if under water
    int start = prop.GetNumericProperty("water_start");
    int end = prop.GetNumericProperty("water_end");
    if (start && check_ahead(map, 1, start, end) == 0) {
        if (!m_water_timer.expired(get_attribute("water_treshold"))) {
            return;
        }

        m_water_timer.reset();
    }

    // Check if on catapult
    int catid = prop.GetNumericProperty("catapult");
    if (catid && check_below(map, 1, catid, catid) == 0) {
        set_vy(int(-get_attribute("catapult_speed")));
        set_action(Jump);
    }

    Actor::move(map);
    set_ay(get_attribute("weight"));

    int input = get_input();
    switch(m_action) {
        case Still:
            set_vx(0);

        case Move:
            // Check for jump
            if (input & PRESS_JUMP) {
                if (m_jump_ready) {
                    m_jump_ready = false;
                    set_action(Jump);
                    if (input & PRESS_RIGHT) {
                        set_speed(get_attribute("jump_forward"),
                                  -get_attribute("jump_speed"));
                    }
                    else if (input & PRESS_LEFT) {
                        set_speed(-get_attribute("jump_forward"),
                                  -get_attribute("jump_speed"));
                    }
                    else {
                        set_vy(-get_attribute("jump_speed"));
                    }
                }
            }
            else {
                // Restore jump lock
                m_jump_ready = true;

                // Check for crouch or move
                if (input & PRESS_DOWN) {
                    set_action(Crouch);
                }
                else if (input & PRESS_RIGHT) {
                    animate_move();
                    set_action(Move);
                    set_vx(get_attribute("move_speed"));
                }
                else if (input & PRESS_LEFT) {
                    animate_move();
                    set_action(Move);
                    set_vx(-get_attribute("move_speed"));
                }
                else {
                    set_action(Still);
                    set_vx(0);
                }
            }

            Body::move(map);
            if (get_fall()) {
                set_action(Fall);
            }
            break;

        case Fall:
            // Check for change of direction during fall
            if (input & PRESS_RIGHT) {
                set_vx(get_attribute("jump_forward"));
            }
            else if (input & PRESS_LEFT) {
                set_vx(-get_attribute("jump_forward"));
            }

            Body::move(map);
            if (!get_fall()) {
                set_action(Still);
            }
            break;

        case Jump:
            Body::move(map);
            if (get_fall()) {
                set_action(Fall);
            }
            break;

        case Crouch:
            set_vx(0);
            Body::move(map);

            if (!(input & PRESS_DOWN)) {
                set_action(Still);
            }
            break;

        case Hit:
            if (m_hit_timer.expired(get_attribute("hit_time"))) {
                m_hit_timer.reset();
                set_vx(0);
                set_lock_direction(false);
                m_hit = HitNone;
                set_action(Still);
            }
            Body::move(map);
            break;

        default:
            Body::move(map);
            break;
    }
}