119 lines
2.8 KiB
C++
119 lines
2.8 KiB
C++
#include "Character.h"
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// Pixels * 60 / sec
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const float Character::CHARACTER_SPEED = 3.5f;
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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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x = 0;
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y = 0;
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w = 40;
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h = 45;
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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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_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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}
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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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_texture = LoadImageAlpha(filename.c_str());
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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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_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(_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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}
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void Character::OnAttack(void) {
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_healthBarDuration.Start();
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_showHealthBar = true;
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}
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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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