[Change] Character::Move was named incorrectly, This is now defined as Character::HealthBarScroll
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4be65645da
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@ -123,7 +123,7 @@ void Player::SetCamera(void) {
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void Player::Move() {
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map->MoveIfPossible(this, xVel, yVel, true);
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Character::Move();
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Character::HealthBarScroll();
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}
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void Player::SetLevel(int level) {
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@ -7,108 +7,108 @@ static list<Character*>collisionList;
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static list<Character*>::iterator collisionIter;
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Character::Character(LevelGen* mapArg) {
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map = mapArg;
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attacking = false;
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directionFacing = FACING_DOWN;
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_animationStage = ANIM_NO_FOOT;
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_animationTimer.Start();
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_leftFoot = false;
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_health = 100;
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map = mapArg;
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attacking = false;
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directionFacing = FACING_DOWN;
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_animationStage = ANIM_NO_FOOT;
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_animationTimer.Start();
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_leftFoot = false;
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_health = 100;
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xVel = 0.0f;
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yVel = 0.0f;
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_texture = NULL;
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collisionList.push_front(this);
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xVel = 0.0f;
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yVel = 0.0f;
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_healthBar.SetBackgroundRGB(0, 0, 0);
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_healthBar.SetForegroundRGB(255, 0, 0);
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_texture = NULL;
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_showHealthBar = false;
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collisionList.push_front(this);
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_healthBar.SetBackgroundRGB(0, 0, 0);
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_healthBar.SetForegroundRGB(255, 0, 0);
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_showHealthBar = false;
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}
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Character::~Character(void) {
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SDL_FreeSurface(_texture);
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for(collisionIter = collisionList.begin(); collisionIter != collisionList.end(); collisionIter++) {
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if((*collisionIter) == this) {
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collisionList.erase(collisionIter);
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break;
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}
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}
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SDL_FreeSurface(_texture);
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for(collisionIter = collisionList.begin(); collisionIter != collisionList.end(); collisionIter++) {
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if((*collisionIter) == this) {
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collisionList.erase(collisionIter);
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break;
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}
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}
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}
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void Character::LoadSprites(string filename, int wArg, int hArg) {
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if(_texture != NULL)
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SDL_FreeSurface(_texture);
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if(_texture != NULL)
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SDL_FreeSurface(_texture);
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_texture = LoadImageAlpha(filename.c_str());
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_texture = LoadImageAlpha(filename.c_str());
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w = (float)wArg;
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h = (float)hArg;
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w = (float)wArg;
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h = (float)hArg;
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for(int m_direction = 0; m_direction < 4; m_direction++) {
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for(int m_action = 0; m_action < 4; m_action++) {
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_sprites[m_direction][m_action].x = (Sint16)(w * m_action);
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_sprites[m_direction][m_action].y = (Sint16)(h * m_direction);
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_sprites[m_direction][m_action].w = (Sint16)w;
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_sprites[m_direction][m_action].h = (Sint16)h;
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}
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}
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for(int m_direction = 0; m_direction < 4; m_direction++) {
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for(int m_action = 0; m_action < 4; m_action++) {
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_sprites[m_direction][m_action].x = (Sint16)(w * m_action);
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_sprites[m_direction][m_action].y = (Sint16)(h * m_direction);
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_sprites[m_direction][m_action].w = (Sint16)w;
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_sprites[m_direction][m_action].h = (Sint16)h;
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}
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}
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_healthBar.SetWidthHeight((int)w, 10);
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_healthBar.SetWidthHeight((int)w, 10);
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}
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void Character::Render(void) {
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if(attacking && attackTimer.GetTicks() < ATTACKING_DISPLAY_LEN) {
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ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_ATTACK]);
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return;
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}
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else if(attacking)
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attacking = false;
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if(xVel == 0.0f && yVel == 0.0f)
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ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_NO_FOOT]);
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else {
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if(_animationTimer.GetTicks() > ANIMATION_SPEED) {
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if(_animationStage == ANIM_NO_FOOT) {
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if(_leftFoot == true)
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_animationStage = ANIM_RIGHT_FOOT;
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else
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_animationStage = ANIM_LEFT_FOOT;
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}
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else if(_animationStage == ANIM_LEFT_FOOT) {
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_animationStage = ANIM_NO_FOOT;
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_leftFoot = true;
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}
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else if(_animationStage == ANIM_RIGHT_FOOT) {
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_animationStage = ANIM_NO_FOOT;
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_leftFoot = false;
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}
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_animationTimer.Start();
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}
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ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][_animationStage]);
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}
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if(attacking && attackTimer.GetTicks() < ATTACKING_DISPLAY_LEN) {
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ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_ATTACK]);
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return;
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}
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else if(attacking)
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attacking = false;
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if(_showHealthBar && (_healthBarDuration.GetTicks() >= 5000)) {
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_healthBarDuration.Stop();
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_showHealthBar = false;
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}
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if(xVel == 0.0f && yVel == 0.0f)
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ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_NO_FOOT]);
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else {
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if(_animationTimer.GetTicks() > ANIMATION_SPEED) {
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if(_animationStage == ANIM_NO_FOOT) {
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if(_leftFoot == true)
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_animationStage = ANIM_RIGHT_FOOT;
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else
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_animationStage = ANIM_LEFT_FOOT;
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}
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else if(_animationStage == ANIM_LEFT_FOOT) {
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_animationStage = ANIM_NO_FOOT;
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_leftFoot = true;
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}
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else if(_animationStage == ANIM_RIGHT_FOOT) {
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_animationStage = ANIM_NO_FOOT;
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_leftFoot = false;
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}
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_animationTimer.Start();
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}
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ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][_animationStage]);
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}
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if(_showHealthBar) {
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_healthBar.Draw();
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}
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if(_showHealthBar && (_healthBarDuration.GetTicks() >= 5000)) {
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_healthBarDuration.Stop();
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_showHealthBar = false;
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}
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if(_showHealthBar) {
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_healthBar.Draw();
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}
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}
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void Character::Update(void) {
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_healthBar.SetProgress((float)_health / 100.0f);
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_healthBar.SetProgress((float)_health / 100.0f);
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}
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void Character::OnAttack(void) {
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_healthBarDuration.Start();
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_showHealthBar = true;
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_healthBarDuration.Start();
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_showHealthBar = true;
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}
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void Character::Move(void) {
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_healthBar.SetXY((int)x, (int)(y - _healthBar.GetHeight() - 5));
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void Character::HealthBarScroll(void) {
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_healthBar.SetXY((int)x, (int)(y - _healthBar.GetHeight() - 5));
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}
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@ -69,7 +69,7 @@ public:
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};
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protected:
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void Move(void);
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void HealthBarScroll(void);
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float x;
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float y;
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@ -1,11 +1,11 @@
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#include "NPC.h"
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NPC::NPC(LevelGen* mapArg) : Character(mapArg) {
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_moveTimer.Start();
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_moveChangeFrequency = 14000;
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_moveDurationMax = 3000;
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_moveDurationMin = 1000;
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_moveTimer.Start();
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_moveChangeFrequency = 14000;
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_moveDurationMax = 3000;
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_moveDurationMin = 1000;
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}
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NPC::~NPC(void) {
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@ -13,51 +13,51 @@ NPC::~NPC(void) {
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}
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void NPC::Update(void) {
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// Store the NPC's health.
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// int health = GetHealth(); // not referenced
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// Store the NPC's health.
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// int health = GetHealth(); // not referenced
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Move();
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Move();
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if(xVel > 0) directionFacing = FACING_RIGHT;
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else if(xVel < 0) directionFacing = FACING_LEFT;
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else if(yVel > 0) directionFacing = FACING_DOWN;
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else if(yVel < 0) directionFacing = FACING_UP;
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if(xVel > 0) directionFacing = FACING_RIGHT;
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else if(xVel < 0) directionFacing = FACING_LEFT;
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else if(yVel > 0) directionFacing = FACING_DOWN;
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else if(yVel < 0) directionFacing = FACING_UP;
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_healthBar.SetProgress((float)GetHealth() / 100.0f);
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_healthBar.SetProgress((float)GetHealth() / 100.0f);
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}
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void NPC::Move(void) {
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if(_moving && _moveTimer.GetTicks() > _moveDurationMax) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moving && _moveTimer.GetTicks() >= _moveDurationCurrent) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moveTimer.GetTicks() > _moveChangeFrequency) {
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_moveTimer.Start();
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_moveDurationCurrent = _moveDurationMin + (rand() % (_moveDurationMax - _moveDurationMin));
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if(rand() % 2) {
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yVel = 0.0f;
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if(rand() % 2)
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xVel = CHARACTER_SPEED;
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else
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xVel = -CHARACTER_SPEED;
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} else {
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xVel = 0.0f;
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if(rand() % 2)
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yVel = CHARACTER_SPEED;
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else
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yVel = -CHARACTER_SPEED;
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}
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_moving = true;
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}
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map->MoveIfPossible(this, xVel, yVel, false);
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Character::Move();
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if(_moving && _moveTimer.GetTicks() > _moveDurationMax) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moving && _moveTimer.GetTicks() >= _moveDurationCurrent) {
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xVel = 0.0f;
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yVel = 0.0f;
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_moving = false;
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}
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if(_moveTimer.GetTicks() > _moveChangeFrequency) {
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_moveTimer.Start();
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_moveDurationCurrent = _moveDurationMin + (rand() % (_moveDurationMax - _moveDurationMin));
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if(rand() % 2) {
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yVel = 0.0f;
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if(rand() % 2)
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xVel = CHARACTER_SPEED;
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else
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xVel = -CHARACTER_SPEED;
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} else {
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xVel = 0.0f;
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if(rand() % 2)
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yVel = CHARACTER_SPEED;
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else
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yVel = -CHARACTER_SPEED;
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}
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_moving = true;
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}
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map->MoveIfPossible(this, xVel, yVel, false);
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Character::HealthBarScroll();
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}
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