示例#1
0
int CTextAction::execute( CGameState * )
{
	HGE *hge = hgeCreate(HGE_VERSION);
	float dt = hge->Timer_GetDelta();
	int ret = m_textbox->Update(dt);
	//DebugMsg("textbox ret: %d\n", ret);
	bool lbtndown = hge->Input_KeyDown(HGEK_LBUTTON);
	bool spacedown = hge->Input_KeyDown(HGEK_SPACE);

	if (ret > 0)
	{
		if (m_showText && lbtndown)
		{
			return m_textbox->GetID();
		}
		if (spacedown)
		{
			m_showText = !m_showText;
			m_textbox->Show(m_showText);
		}
	}
	else
	{
		if (lbtndown)
		{
			//m_textbox->SpeedUpLine();
			m_textbox->SpeedUpAll();
		}
	}
	hge->Release();
	return 0;
}
示例#2
0
文件: Button.cpp 项目: Hiseen/HGE1
void Button::action()
{
	if (countdelay != 50)
		countdelay++;
	else
		SetDelayrender(false);
	if (!IsDelayrender())
	{
		HGE *hge = hgeCreate(HGE_VERSION);
		float mousex, mousey;
		hge->Input_GetMousePos(&mousex, &mousey);
		if (countalpha<255)
		{
			countalpha += 5;
			SetChangeColor(countalpha, 0, 0, 0);
		}
		else
			SetChangeColor(255, 0, 0, 0);
		if (state != MouseDown)
		if (mousex > GetX() && mousex<GetX() + width && mousey>GetY() && mousey < GetY() + height)
		{
			state = MouseOver;
			if (!playsound)
			{
				playsound = true;
				SFXManager::GetSFXManager().PlaySFX(BUTTONSFX);
			}
			if (state == MouseOver && hge->Input_KeyDown(HGEK_LBUTTON))
			{
				state = MouseDown;
				SFXManager::GetSFXManager().PlaySFX(BUTTONSFX2);
			}
		}
		else
		{
			state = MouseOff;
			playsound = false;
		}
		if (state == MouseDown)
		{
			if (!finishchangecolor)
			{
				if (!colorreverse)
					count += 50;
				else
					count -= 50;
				if (count == 250)
					colorreverse = true;
				SetChangeColor(count + 5, 255, 255, 255);
				if (count == 0 && colorreverse)
				{
					finishchangecolor = true;
					SetChangeColor(255, 0, 0, 0);
					finishmove = false;
				}
			}
			else
			{
				switch (buttonnum)
				{
				case BUTTON_1_OFF:
					if (!flag)
					{
						SceneManager::GetSceneManager().SetMenuStage(1);
						flag = true;
					}
					if (!finishmove && ObjectPool::GetObjPool().ChangeAllPos(Left, 853))
					{
						finishmove = true;
						flag = false;
						state = MouseOff;
						finishchangecolor = false;
						buttondown = false;
						colorreverse = false;
					}
					break;
				case BUTTON_2_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_3_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_4_OFF:
					SceneManager::GetSceneManager().ExitGame();
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_5_OFF:
						if (!flag && SceneManager::GetSceneManager().ReturnMenuStage() == 2)
						{
							SceneManager::GetSceneManager().SetMenuStage(0);
							flag = true;
						}
						if (!finishmove &&SceneManager::GetSceneManager().ReturnMenuStage() == 0 && ObjectPool::GetObjPool().ChangeAllPos(Right, 853))
						{
							flag = false;
							finishmove = true;
							state = MouseOff;
							finishchangecolor = false;
							buttondown = false;
							colorreverse = false;
						}
					break;
				case BUTTON_6_OFF:
						if (!flag&&SceneManager::GetSceneManager().ReturnMenuStage() == 2)
						{
							SceneManager::GetSceneManager().SetMenuStage(4);
							flag = true;
						}
						if (!finishmove&&SceneManager::GetSceneManager().ReturnMenuStage()==4 && ObjectPool::GetObjPool().ChangeAllPos(Left, 853))
						{
							flag = false;
							finishmove = true;
							state = MouseOff;
							finishchangecolor = false;
							buttondown = false;
							colorreverse = false;
						}
					break;
				case BUTTON_7_OFF:
					if (!flag && SceneManager::GetSceneManager().ReturnMenuStage() == 2)
					{
						SceneManager::GetSceneManager().SetMenuStage(3);
						flag = true;
					}
					if (!finishmove &&SceneManager::GetSceneManager().ReturnMenuStage()==3 && ObjectPool::GetObjPool().ChangeAllPos(Left, 853))
					{
						flag = false;
						finishmove = true;
						state = MouseOff;
						finishchangecolor = false;
						buttondown = false;
						colorreverse = false;
					}
					break;
				case BUTTON_8_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_9_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_10_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_11_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_12_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					SceneManager::GetSceneManager().GoToOneScene(GameScene, false, true);
					break;
				case BUTTON_13_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					SceneManager::GetSceneManager().GoToOneScene(GameScene);
					break;
				case BUTTON_14_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					SceneManager::GetSceneManager().GoToOneScene(MenuScene);
					break;
				case BUTTON_15_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_16_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					break;
				case BUTTON_17_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					if (Hero::GetHero().AddStats(ADD_ATK))
						SceneManager::GetSceneManager().GoToOneScene(GameScene, false, true);
					break;
				case BUTTON_18_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					if (Hero::GetHero().AddStats(ADD_DEX))
						SceneManager::GetSceneManager().GoToOneScene(GameScene, false, true);
					break;
				case BUTTON_19_OFF:
					state = MouseOff;
					finishchangecolor = false;
					buttondown = false;
					colorreverse = false;
					if (Hero::GetHero().AddStats(ADD_INT))
						SceneManager::GetSceneManager().GoToOneScene(GameScene, false, true);
					break;
				}
			}
		}

	}
}
示例#3
0
void Robot::Action()
{
	switch (GetType())
	{
	case Left:
		if (!startattack)
		{
			if (!trigger)
			{
				if (coretype != Eternity)
				{
					HGE *hge = hgeCreate(HGE_VERSION);
					float x, y;
					hge->Input_GetMousePos(&x, &y);
					int dis = GetDistance(x, y);
					if (dis < 20)
					{
						if (hge->Input_KeyDown(HGEK_LBUTTON))
						{
							trigger = true;
							backx = GetX();
							backy = GetY();
						}
						else
						{
							if (hge->Input_KeyDown(HGEK_RBUTTON))
								Suicide(true);
						}
					}
				}
			}
			else
			{
				ObjectPool::GetObjPool().LockOnGameObject(this);
				if (runback)
				{
					if (GoToAnotherPos(backx,backy))
					{
						trigger = false;
						runback = false;
						SetSpeed(0);
					}
				}
				else
				{
					HGE *hge = hgeCreate(HGE_VERSION);
					float x, y;
					hge->Input_GetMousePos(&x, &y);
					SetPos(x, y);
					if (hge->Input_KeyUp(HGEK_LBUTTON))
					{
     					if (x<ACT_START_X || x>ACT_END_X || y<ACT_START_Y || y>ACT_END_Y)
						{
							runback = true;
							SetSpeed(1200);
						}
						else
						{
							switch (coretype)
							{
								//攻击型
								//开始攻击
							case Attack:
								SetCollisionRange(40);
								SetSolid(true);
								SetBlock(true);
								break;
								//触发技能型
								//跟hero做intercation将自身赋给hero然后自杀
							case Magic:
								dynamic_cast<Hero*>(ObjectPool::GetObjPool().GetOurHero(GetType()))->SetSkill(GetInnerCode() + 300);
								Suicide();
								break;
								//BUFF型
								//施放技能 
							case Buff:
							{
										 int count = 0;
										 Hero *a = dynamic_cast<Hero*>(ObjectPool::GetObjPool().GetOurHero(GetType()));
										 for (int i = 0; i < STD_CORES; i++)
										 {
											 Robot *b = dynamic_cast<Robot*>(a->GetCOREs(i));
											 if (b && b->IsActive())
											 {
												 if (b->GetInnerCode() == GetInnerCode())
												 {
													 b->Suicide();
													 a->Interaction(b);
												 }
												 else
												 if (b->GetCoreType() == Buff)
													 count++;
											 }

										 }
										 SetSpeed(1500);
										 SetAim(25+count * 50, 175);
							}
								break;
							}
							startattack = true;
						}
					}
				}
			}
		}
		else
		{
			switch (coretype)
			{
			case Attack:
				if (GetAim())
					GetAngle(GetAim());
				if (shootdelay)
					shootdelay--;
				else
				{
					if (!GetAim())
						SetAim(ObjectPool::GetObjPool().GetRandomEnemyUnit(GetType()));
					else
					{
						Skill *skill = new Skill(this, CORESKILL);
						ObjectPool::GetObjPool().InsertObject(skill, true);
					}
					shootdelay = std_shootdelay;
				}
				break;
			case Buff:
				if (GoToAim())
				{
					if (!buffstart)
					{
						ObjectPool::GetObjPool().GetOurHero(GetType())->Interaction(this);
						buffstart = true;
					}
					if (shootdelay)
						shootdelay--;
					else
					{
						Suicide();
						if (host)
							host->Interaction(this);
					}
				}
				break;
			}
			HGE *hge = hgeCreate(HGE_VERSION);
			if (hge->Input_KeyDown(HGEK_RBUTTON))
			{
				float x, y;
				hge->Input_GetMousePos(&x, &y);
				if (GetDistance(backx, backy, x, y) < 20)
				{
					Suicide(true);
				}
			}
		}
		break;
	case None:
		if (!GetSpeed())
		{
			HGE *hge = hgeCreate(HGE_VERSION);
			float x, y;
			hge->Input_GetMousePos(&x, &y);
			int dis = GetDistance(x, y);
			if (dis < 50)
			{
				ObjectPool::GetObjPool().GetEnemyHero(GetType())->Scilence();
				if (dis < 40)
				{
					if (hge->Input_KeyDown(HGEK_LBUTTON))
						ObjectPool::GetObjPool().GetEnemyHero(GetType())->Interaction(this);
					else
					{
						if (hge->Input_KeyDown(HGEK_RBUTTON))
						{
							Suicide(true);
							tremble = 0;
						}
					}
				}
			}
			else
				ObjectPool::GetObjPool().GetEnemyHero(GetType())->UnScilence();
		}
		else
			ObjectPool::GetObjPool().GetEnemyHero(GetType())->UnScilence();
		break;
	}
	if (tremble)
	{
		tremble--;
		int a = tremble / 5;
		int b = tremble % 5;
		if (a % 2)
			SetX(GetX() + (3 - b) * 2);
		else
			SetX(GetX() - (3 - b) * 2);
	}
}