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; } }
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")); }
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")); }
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; } }
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); } }
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); } }
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; } }
void Body::set_accelration(int ax, int ay) { set_ax(ax); set_ay(ay); }
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; } }