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