[Remove] Darn annoying test speach bubble!!

-- Ima get back to work on pathfinding.
This commit is contained in:
Rtch90 2012-02-02 22:30:47 +00:00
parent 7f9426acbc
commit f2f4c43545

View File

@ -7,21 +7,21 @@ const float Player::PLAYER_SPEED = Character::CHARACTER_SPEED + 0.5f;
// Amount of Exp needed every level // Amount of Exp needed every level
const int Player::EXP_TABLE[10] = { const int Player::EXP_TABLE[10] = {
10, 10,
30, 30,
90, 90,
150, 150,
300, 300,
512, 512,
1000, 1000,
2000, 2000,
3500, 3500,
5000 5000
}; };
Player::Player(LevelGen *mapArg) : Character(mapArg) { Player::Player(LevelGen *mapArg) : Character(mapArg) {
_level = 1; _level = 1;
_exp = 0; _exp = 0;
} }
Player::~Player(void) { Player::~Player(void) {
@ -29,112 +29,112 @@ Player::~Player(void) {
} }
void Player::HandleInput(void) { void Player::HandleInput(void) {
if(event.key.type == SDL_KEYDOWN) { if(event.key.type == SDL_KEYDOWN) {
switch(event.key.keysym.sym) { switch(event.key.keysym.sym) {
case SDLK_w: case SDLK_w:
case SDLK_UP: case SDLK_UP:
yVel -= PLAYER_SPEED; yVel -= PLAYER_SPEED;
xVel = 0; xVel = 0;
directionFacing = FACING_UP; directionFacing = FACING_UP;
break; break;
case SDLK_s: case SDLK_s:
case SDLK_DOWN: case SDLK_DOWN:
yVel += PLAYER_SPEED; yVel += PLAYER_SPEED;
xVel = 0; xVel = 0;
directionFacing = FACING_DOWN; directionFacing = FACING_DOWN;
break; break;
case SDLK_a: case SDLK_a:
case SDLK_LEFT: case SDLK_LEFT:
xVel -= PLAYER_SPEED; xVel -= PLAYER_SPEED;
yVel = 0; yVel = 0;
directionFacing = FACING_LEFT; directionFacing = FACING_LEFT;
break; break;
case SDLK_d: case SDLK_d:
case SDLK_RIGHT: case SDLK_RIGHT:
xVel += PLAYER_SPEED; xVel += PLAYER_SPEED;
yVel = 0; yVel = 0;
directionFacing = FACING_RIGHT; directionFacing = FACING_RIGHT;
break; break;
case SDLK_SPACE: case SDLK_SPACE:
attacking = true; attacking = true;
attackTimer.Start(); attackTimer.Start();
map->GetWorld().OnPlayerAttack(this); map->GetWorld().OnPlayerAttack(this);
break; break;
default: default:
break; break;
} }
} }
else if(event.key.type == SDL_KEYUP) { else if(event.key.type == SDL_KEYUP) {
switch(event.key.keysym.sym) { switch(event.key.keysym.sym) {
case SDLK_w: case SDLK_UP: yVel = 0; break; case SDLK_w: case SDLK_UP: yVel = 0; break;
case SDLK_s: case SDLK_DOWN: yVel = 0; break; case SDLK_s: case SDLK_DOWN: yVel = 0; break;
case SDLK_a: case SDLK_LEFT: xVel = 0; break; case SDLK_a: case SDLK_LEFT: xVel = 0; break;
case SDLK_d: case SDLK_RIGHT: xVel = 0; break; case SDLK_d: case SDLK_RIGHT: xVel = 0; break;
default: break; default: break;
} }
} }
else if(event.type == SDL_MOUSEBUTTONDOWN) { else if(event.type == SDL_MOUSEBUTTONDOWN) {
if(event.button.button == SDL_BUTTON_LEFT) { if(event.button.button == SDL_BUTTON_LEFT) {
attacking = true; attacking = true;
attackTimer.Start(); attackTimer.Start();
map->GetWorld().OnPlayerAttack(this); map->GetWorld().OnPlayerAttack(this);
} }
} }
} }
void Player::Update(void) { void Player::Update(void) {
Move(); Move();
AddSpeachBubble("Woot, My name is Allanis, welcome to my home. Just testing some more text to see if this works.."); //AddSpeachBubble("Woot, My name is Allanis, welcome to my home. Just testing some more text to see if this works..");
// For now The camera will be static. // For now The camera will be static.
//SetCamera(); //SetCamera();
_healthBar.SetProgress((float)GetHealth() / 100.0f); _healthBar.SetProgress((float)GetHealth() / 100.0f);
} }
void Player::SetName(string nameArg) { void Player::SetName(string nameArg) {
_name = nameArg; _name = nameArg;
} }
void Player::SetCamera(void) { void Player::SetCamera(void) {
camera.x = (Sint16)((x + w / 2) - SCREEN_WIDTH / 2); camera.x = (Sint16)((x + w / 2) - SCREEN_WIDTH / 2);
camera.y = (Sint16)((y + h / 2) - SCREEN_HEIGHT / 2); camera.y = (Sint16)((y + h / 2) - SCREEN_HEIGHT / 2);
if(camera.x < 0) if(camera.x < 0)
camera.x = 0; camera.x = 0;
if(camera.y < 0) if(camera.y < 0)
camera.y = 0; camera.y = 0;
if(camera.x > levelWidth - camera.w) if(camera.x > levelWidth - camera.w)
camera.x = levelWidth - camera.w; camera.x = levelWidth - camera.w;
if(camera.y > levelHeight - camera.h) if(camera.y > levelHeight - camera.h)
camera.y = levelHeight = camera.h; camera.y = levelHeight = camera.h;
} }
void Player::Move() { void Player::Move() {
Character::Move(); Character::Move();
if(map->GetMapTransitionName(tileX, tileY) != "null") { if(map->GetMapTransitionName(tileX, tileY) != "null") {
SetXY((float)map->GetMapTransitionX(tileX, tileY), (float)map->GetMapTransitionY(tileX, tileY)); SetXY((float)map->GetMapTransitionX(tileX, tileY), (float)map->GetMapTransitionY(tileX, tileY));
map->Load(map->GetMapTransitionName(tileX, tileY)); map->Load(map->GetMapTransitionName(tileX, tileY));
} }
} }
void Player::SetLevel(int level) { void Player::SetLevel(int level) {
_level = level; _level = level;
_exp = _exp - EXP_TABLE[level]; _exp = _exp - EXP_TABLE[level];
if(_exp < 0) { if(_exp < 0) {
_exp = 0; _exp = 0;
} }
} }
void Player::SetExp(int exp) { void Player::SetExp(int exp) {
std::stringstream evtMsg; std::stringstream evtMsg;
evtMsg << "Gained " << (exp - _exp) << " Experience Points."; evtMsg << "Gained " << (exp - _exp) << " Experience Points.";
eventHistory->LogEvent(evtMsg.str()); eventHistory->LogEvent(evtMsg.str());
_exp = exp; _exp = exp;
if(_level != MAX_LEVEL && _exp >= EXP_TABLE[_level]) { if(_level != MAX_LEVEL && _exp >= EXP_TABLE[_level]) {
eventHistory->LogEvent("Player leveled up!"); eventHistory->LogEvent("Player leveled up!");
SetLevel(_level + 1); SetLevel(_level + 1);
} }
} }