[Change] Character::Move was named incorrectly, This is now defined as Character::HealthBarScroll

This commit is contained in:
Rtch90 2012-02-18 19:29:45 +00:00
parent 4be65645da
commit 35fd91c97a
4 changed files with 126 additions and 126 deletions

View File

@ -123,7 +123,7 @@ void Player::SetCamera(void) {
void Player::Move() {
map->MoveIfPossible(this, xVel, yVel, true);
Character::Move();
Character::HealthBarScroll();
}
void Player::SetLevel(int level) {

View File

@ -7,108 +7,108 @@ static list<Character*>collisionList;
static list<Character*>::iterator collisionIter;
Character::Character(LevelGen* mapArg) {
map = mapArg;
attacking = false;
directionFacing = FACING_DOWN;
_animationStage = ANIM_NO_FOOT;
_animationTimer.Start();
_leftFoot = false;
_health = 100;
map = mapArg;
attacking = false;
directionFacing = FACING_DOWN;
_animationStage = ANIM_NO_FOOT;
_animationTimer.Start();
_leftFoot = false;
_health = 100;
xVel = 0.0f;
yVel = 0.0f;
_texture = NULL;
collisionList.push_front(this);
xVel = 0.0f;
yVel = 0.0f;
_healthBar.SetBackgroundRGB(0, 0, 0);
_healthBar.SetForegroundRGB(255, 0, 0);
_texture = NULL;
_showHealthBar = false;
collisionList.push_front(this);
_healthBar.SetBackgroundRGB(0, 0, 0);
_healthBar.SetForegroundRGB(255, 0, 0);
_showHealthBar = false;
}
Character::~Character(void) {
SDL_FreeSurface(_texture);
for(collisionIter = collisionList.begin(); collisionIter != collisionList.end(); collisionIter++) {
if((*collisionIter) == this) {
collisionList.erase(collisionIter);
break;
}
}
SDL_FreeSurface(_texture);
for(collisionIter = collisionList.begin(); collisionIter != collisionList.end(); collisionIter++) {
if((*collisionIter) == this) {
collisionList.erase(collisionIter);
break;
}
}
}
void Character::LoadSprites(string filename, int wArg, int hArg) {
if(_texture != NULL)
SDL_FreeSurface(_texture);
if(_texture != NULL)
SDL_FreeSurface(_texture);
_texture = LoadImageAlpha(filename.c_str());
_texture = LoadImageAlpha(filename.c_str());
w = (float)wArg;
h = (float)hArg;
w = (float)wArg;
h = (float)hArg;
for(int m_direction = 0; m_direction < 4; m_direction++) {
for(int m_action = 0; m_action < 4; m_action++) {
_sprites[m_direction][m_action].x = (Sint16)(w * m_action);
_sprites[m_direction][m_action].y = (Sint16)(h * m_direction);
_sprites[m_direction][m_action].w = (Sint16)w;
_sprites[m_direction][m_action].h = (Sint16)h;
}
}
for(int m_direction = 0; m_direction < 4; m_direction++) {
for(int m_action = 0; m_action < 4; m_action++) {
_sprites[m_direction][m_action].x = (Sint16)(w * m_action);
_sprites[m_direction][m_action].y = (Sint16)(h * m_direction);
_sprites[m_direction][m_action].w = (Sint16)w;
_sprites[m_direction][m_action].h = (Sint16)h;
}
}
_healthBar.SetWidthHeight((int)w, 10);
_healthBar.SetWidthHeight((int)w, 10);
}
void Character::Render(void) {
if(attacking && attackTimer.GetTicks() < ATTACKING_DISPLAY_LEN) {
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_ATTACK]);
return;
}
else if(attacking)
attacking = false;
if(xVel == 0.0f && yVel == 0.0f)
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_NO_FOOT]);
else {
if(_animationTimer.GetTicks() > ANIMATION_SPEED) {
if(_animationStage == ANIM_NO_FOOT) {
if(_leftFoot == true)
_animationStage = ANIM_RIGHT_FOOT;
else
_animationStage = ANIM_LEFT_FOOT;
}
else if(_animationStage == ANIM_LEFT_FOOT) {
_animationStage = ANIM_NO_FOOT;
_leftFoot = true;
}
else if(_animationStage == ANIM_RIGHT_FOOT) {
_animationStage = ANIM_NO_FOOT;
_leftFoot = false;
}
_animationTimer.Start();
}
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][_animationStage]);
}
if(attacking && attackTimer.GetTicks() < ATTACKING_DISPLAY_LEN) {
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_ATTACK]);
return;
}
else if(attacking)
attacking = false;
if(_showHealthBar && (_healthBarDuration.GetTicks() >= 5000)) {
_healthBarDuration.Stop();
_showHealthBar = false;
}
if(xVel == 0.0f && yVel == 0.0f)
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_NO_FOOT]);
else {
if(_animationTimer.GetTicks() > ANIMATION_SPEED) {
if(_animationStage == ANIM_NO_FOOT) {
if(_leftFoot == true)
_animationStage = ANIM_RIGHT_FOOT;
else
_animationStage = ANIM_LEFT_FOOT;
}
else if(_animationStage == ANIM_LEFT_FOOT) {
_animationStage = ANIM_NO_FOOT;
_leftFoot = true;
}
else if(_animationStage == ANIM_RIGHT_FOOT) {
_animationStage = ANIM_NO_FOOT;
_leftFoot = false;
}
_animationTimer.Start();
}
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][_animationStage]);
}
if(_showHealthBar) {
_healthBar.Draw();
}
if(_showHealthBar && (_healthBarDuration.GetTicks() >= 5000)) {
_healthBarDuration.Stop();
_showHealthBar = false;
}
if(_showHealthBar) {
_healthBar.Draw();
}
}
void Character::Update(void) {
_healthBar.SetProgress((float)_health / 100.0f);
_healthBar.SetProgress((float)_health / 100.0f);
}
void Character::OnAttack(void) {
_healthBarDuration.Start();
_showHealthBar = true;
_healthBarDuration.Start();
_showHealthBar = true;
}
void Character::Move(void) {
_healthBar.SetXY((int)x, (int)(y - _healthBar.GetHeight() - 5));
void Character::HealthBarScroll(void) {
_healthBar.SetXY((int)x, (int)(y - _healthBar.GetHeight() - 5));
}

View File

@ -69,7 +69,7 @@ public:
};
protected:
void Move(void);
void HealthBarScroll(void);
float x;
float y;

View File

@ -1,11 +1,11 @@
#include "NPC.h"
NPC::NPC(LevelGen* mapArg) : Character(mapArg) {
_moveTimer.Start();
_moveChangeFrequency = 14000;
_moveDurationMax = 3000;
_moveDurationMin = 1000;
_moveTimer.Start();
_moveChangeFrequency = 14000;
_moveDurationMax = 3000;
_moveDurationMin = 1000;
}
NPC::~NPC(void) {
@ -13,51 +13,51 @@ NPC::~NPC(void) {
}
void NPC::Update(void) {
// Store the NPC's health.
// int health = GetHealth(); // not referenced
// Store the NPC's health.
// int health = GetHealth(); // not referenced
Move();
Move();
if(xVel > 0) directionFacing = FACING_RIGHT;
else if(xVel < 0) directionFacing = FACING_LEFT;
else if(yVel > 0) directionFacing = FACING_DOWN;
else if(yVel < 0) directionFacing = FACING_UP;
if(xVel > 0) directionFacing = FACING_RIGHT;
else if(xVel < 0) directionFacing = FACING_LEFT;
else if(yVel > 0) directionFacing = FACING_DOWN;
else if(yVel < 0) directionFacing = FACING_UP;
_healthBar.SetProgress((float)GetHealth() / 100.0f);
_healthBar.SetProgress((float)GetHealth() / 100.0f);
}
void NPC::Move(void) {
if(_moving && _moveTimer.GetTicks() > _moveDurationMax) {
xVel = 0.0f;
yVel = 0.0f;
_moving = false;
}
if(_moving && _moveTimer.GetTicks() >= _moveDurationCurrent) {
xVel = 0.0f;
yVel = 0.0f;
_moving = false;
}
if(_moveTimer.GetTicks() > _moveChangeFrequency) {
_moveTimer.Start();
_moveDurationCurrent = _moveDurationMin + (rand() % (_moveDurationMax - _moveDurationMin));
if(rand() % 2) {
yVel = 0.0f;
if(rand() % 2)
xVel = CHARACTER_SPEED;
else
xVel = -CHARACTER_SPEED;
} else {
xVel = 0.0f;
if(rand() % 2)
yVel = CHARACTER_SPEED;
else
yVel = -CHARACTER_SPEED;
}
_moving = true;
}
map->MoveIfPossible(this, xVel, yVel, false);
Character::Move();
if(_moving && _moveTimer.GetTicks() > _moveDurationMax) {
xVel = 0.0f;
yVel = 0.0f;
_moving = false;
}
if(_moving && _moveTimer.GetTicks() >= _moveDurationCurrent) {
xVel = 0.0f;
yVel = 0.0f;
_moving = false;
}
if(_moveTimer.GetTicks() > _moveChangeFrequency) {
_moveTimer.Start();
_moveDurationCurrent = _moveDurationMin + (rand() % (_moveDurationMax - _moveDurationMin));
if(rand() % 2) {
yVel = 0.0f;
if(rand() % 2)
xVel = CHARACTER_SPEED;
else
xVel = -CHARACTER_SPEED;
} else {
xVel = 0.0f;
if(rand() % 2)
yVel = CHARACTER_SPEED;
else
yVel = -CHARACTER_SPEED;
}
_moving = true;
}
map->MoveIfPossible(this, xVel, yVel, false);
Character::HealthBarScroll();
}