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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/animation/walkframes.h"
namespace Crab {
using namespace pyrodactyl::anim;
using namespace pyrodactyl::people;
//------------------------------------------------------------------------
// Purpose: Loader Function
//------------------------------------------------------------------------
void WalkFrames::load(rapidxml::xml_node<char> *node) {
if (nodeValid("stand", node))
_set[WT_STAND].load(node->first_node("stand"));
if (nodeValid("walk", node))
_set[WT_WALK].load(node->first_node("walk"));
if (nodeValid("fight", node))
_set[WT_FIGHT].load(node->first_node("fight"));
if (nodeValid("ko", node))
_set[WT_KO].load(node->first_node("ko"));
}
//------------------------------------------------------------------------
// Purpose: Used for walking inside levels
//------------------------------------------------------------------------
bool WalkFrames::updateClip(Direction d, bool reset) {
if (_timer.ticks() > _set[_cur].frames[d].currentFrame()._repeat || reset) {
_timer.start();
return _set[_cur].frames[d].updateClip();
}
return false;
}
void WalkFrames::resetClip(Direction d) {
_set[_cur].frames[d].reset();
_timer.start();
}
//------------------------------------------------------------------------
// Purpose: Used inside dialog box
//------------------------------------------------------------------------
void WalkFrames::updateClip(WalkAnimType type, Direction d) {
if (!_timer.started())
_timer.start();
if (_timer.ticks() > _set[type].frames[d].currentFrame()._repeat) {
_set[type].frames[d].updateClip();
_timer.start();
}
}
Rect WalkFrames::dialogClip(const PersonState &state) {
if (state == PST_FIGHT)
return _set[WT_FIGHT].frames[DIRECTION_DOWN].currentFrame()._clip;
else if (state == PST_KO)
return _set[WT_KO].frames[DIRECTION_DOWN].currentFrame()._clip;
return _set[WT_STAND].frames[DIRECTION_DOWN].currentFrame()._clip;
}
void WalkFrames::updateClip(const PersonState &state) {
if (state == PST_FIGHT)
updateClip(WT_FIGHT, DIRECTION_DOWN);
else if (state == PST_KO)
updateClip(WT_KO, DIRECTION_DOWN);
else
updateClip(WT_STAND, DIRECTION_DOWN);
}
//------------------------------------------------------------------------
// Purpose: Decide direction and type of animation, return whether it has changed
//------------------------------------------------------------------------
bool WalkFrames::type(const Vector2f &vel, Direction &dir, const pyrodactyl::people::PersonState &pst, const bool &firstX) {
Direction prevDir = dir;
WalkAnimType prevType = _cur;
if (pst == PST_KO) {
_cur = WT_KO;
} else if (firstX) {
// If we prioritize the X direction, X velocity is checked first for direction and then Y velocity
if (vel.x > 0) {
dir = DIRECTION_RIGHT;
_cur = WT_WALK;
} else if (vel.x < 0) {
dir = DIRECTION_LEFT;
_cur = WT_WALK;
} else if (vel.y > 0) {
dir = DIRECTION_DOWN;
_cur = WT_WALK;
} else if (vel.y < 0) {
dir = DIRECTION_UP;
_cur = WT_WALK;
} else {
_cur = WT_STAND;
}
} else {
// If we prioritize the Y direction, Y velocity is checked first for direction and then Y velocity
if (vel.y > 0) {
dir = DIRECTION_DOWN;
_cur = WT_WALK;
} else if (vel.y < 0) {
dir = DIRECTION_UP;
_cur = WT_WALK;
} else if (vel.x > 0) {
dir = DIRECTION_RIGHT;
_cur = WT_WALK;
} else if (vel.x < 0) {
dir = DIRECTION_LEFT;
_cur = WT_WALK;
} else {
_cur = WT_STAND;
}
}
if (prevDir != dir || prevType != _cur)
return true;
return false;
}
} // End of namespace Crab
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