示例#1
0
bool Monster::set_hit(Object *object, Status *status)
{
    bool result = false;

    if (!m_invinsible) {
        result = Actor::set_hit(object);
        if (result) {

            set_lock_direction(true);

            // Move backwards
            if (get_reference() == Right) {
                set_speed(-get_attribute("move_speed"), 0);
            }
            else {
                set_speed(get_attribute("move_speed"), 0);
            }

            // Reduce hp
            m_curr_hp -= status->get_ap();
            if (m_curr_hp <= 0) {
                set_perish();
            }
        }
    }

    return result;
}
示例#2
0
bool Monster::set_hit(Object *object)
{
    bool result = false;

    if (!m_invinsible && m_hit == HitNone) {
        result = Actor::set_hit(object);

        if (result) {

            set_lock_direction(true);

            // Move backwards and upwards
            if (get_reference() == Right) {
                set_speed(-get_attribute("move_speed"), 0);
            }
            else {
                set_speed(get_attribute("move_speed"), 0);
            }

            // Reduce hp
            // TODO: Get attackers attack power
            m_curr_hp--;
            if (m_curr_hp <= 0) {
                set_perish();
            }
        }
    }

    return result;
}
示例#3
0
bool Player::set_hit(Object *object)
{
    bool result = false;

    if (!m_invisible) {
        // TODO: Check if player hp is above zero instead
        result = Actor::set_hit(object);
        if (result) {

            set_lock_direction(true);

            // Move backwards and upwards
            if (m_dir == Right) {
                set_speed(-get_attribute("move_speed"),
                          -get_attribute("jump_speed"));
            }
            else {
                set_speed(get_attribute("move_speed"),
                          -get_attribute("jump_speed"));
            }

            // Make player invisible for a certain time
            set_invisible(true);
        }
    }

    return result;
}
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 Monster::process_hit()
{
    if (m_action == HitPerish) {
        set_vx(0);
        if (m_perish_timer.expired(get_attribute("perish_time"))) {
            set_action(HitPerished);
        }
    }
    else if (m_hit_timer.expired(get_attribute("hit_time"))) {
        set_vx(0);
        set_lock_direction(false);
        reset_hit();
    }
}
示例#6
0
bool Player::set_hit(Object *object, Status *status)
{
    bool result = false;

    if (!m_invisible) {
        result = Actor::set_hit(object);
        if (result) {

            set_lock_direction(true);

            // Move backwards and upwards
            if (m_dir == Right) {
                set_vx(-get_attribute("move_speed"));
            }
            else {
                set_vx(get_attribute("move_speed"));
            }

            if (m_in_water) {
                set_vy(-get_attribute("water_jump_speed"));
            }
            else {
                set_vy(-get_attribute("jump_speed"));
            }
            m_hit_ground = false;

            Monster *monster = (Monster *) object;
            if (status->set_hit(monster->get_attribute("ap")) &&
                !status->use_potion()) {
                set_invisible(true);
                set_solid(false);
                set_perish(false);
            }
            else {
                // Make player invisible for a certain time
                set_invisible(true);
            }
        }
    }

    return result;
}
示例#7
0
void Player::player_move(Map *map)
{
    Actor::move(map);

    check_water(map);

    int input = get_input();

    const Tmx::Tileset *tileset = map->get_tileset(0);
    const Tmx::PropertySet prop = tileset->GetProperties();

    // Check if on catapult
    int catid = prop.GetNumericProperty("catapult");
    if (catid && check_below(map, 1, catid, catid) == 0) {
        if (input & PRESS_RIGHT) {
            set_vx(get_attribute("move_speed"));
        }
        else if (input & PRESS_LEFT) {
            set_vx(-get_attribute("move_speed"));
        }
        set_jump(map, true);
    }

    switch(m_action) {
        case Still:
            set_vx(0);

        case Move:
            // 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);
            }

            // Check for jump
            if (input & PRESS_JUMP) {
                if (m_jump_ready && m_hit_ground) {
                    if (input & PRESS_RIGHT) {
                        set_vx(get_attribute("move_speed"));
                    }
                    else if (input & PRESS_LEFT) {
                        set_vx(-get_attribute("move_speed"));
                    }
                    set_jump(map, false);
                }
                m_jump_ready = false;
            }
            else {
                // Restore jump lock
                m_jump_ready = true;
            }

            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("move_speed"));
            }
            else if (input & PRESS_LEFT) {
                set_vx(-get_attribute("move_speed"));
            }

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

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

        case Crouch:
            set_vx(0);
            Body::move(map);
            if (!get_fall()) {
                m_hit_ground = true;
            }

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

        case Hit:
            if (m_hit_timer.expired(get_attribute("hit_time"))) {
                set_vx(0);
                set_lock_direction(false);
                reset_hit();
            }
            Body::move(map);
            break;

        case HitPerish:
            animate_perish();
            set_speed(0, -get_attribute("move_speed"));
            Body::move(map);
            if (m_y < -get_image_height()) {
                set_solid(true);
                set_invisible(false);
                set_action(HitPerished);
            }
            break;

        case Attack:
        case AttackLow:
            if (animate_attack()) {
                reset_attack();
            }
            Body::move(map);
            if (!get_fall()) {
                m_hit_ground = true;
            }
            break;

        default:
            Body::move(map);
            break;
    }
}
示例#8
0
void MekaDragon::move(Map *map)
{
    Monster::move(map);

    switch(m_action) {
        case Still:
            set_action(Move);
            break;

        case Move:
            face_reference(get_attribute("turn_width"));
            set_lock_direction(true);
            if (m_horizontal_dir == HorizontalForward) {

                if (m_dir == Right) {
                    set_vx(get_attribute("move_speed"));
                }
                else {
                    set_vx(-get_attribute("move_speed"));
                }
                animate_move();

                if (abs(m_xref - m_x) < get_attribute("attack_distance")) {
                    m_horizontal_dir = HorizontalBackward;
                }
            }
            else if (m_horizontal_dir == HorizontalBackward) {

                if (m_dir == Right) {
                    set_vx(-get_attribute("move_speed"));
                }
                else {
                    set_vx(get_attribute("move_speed"));
                }
                animate_move();

                if (abs(m_xref - m_x) > get_attribute("retreat_distance") ||
                    check_behind(map)) {
                    m_horizontal_dir = HorizontalForward;
                }
            }

            if (m_attack_now ||
                m_attack_timer.expired(get_attribute("attack_timer"))) {
                m_attack_timer.reset();
                m_attack_now = false;
                set_attack();
            }
            break;

        case Attack:
            if (m_idle_timer.check(get_attribute("attack_idle"))){
                fire();
            }
            break;

        case Hit:
            m_idle_timer.reset();
            m_attack_now = true;
            break;

        default:
            break;
    }

    unsigned n = m_bullets.size();
    for (unsigned i = 0; i < n; i++) {
        m_bullets[i]->move(map);
    }
}
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;
    }
}