Platform game written for the GHI/OutrageousCircuits RETRO game device. Navigate the caves collecting all the pickups and avoiding the creatures and haunted mine carts that patrol the caves. Oh and remember to watch out for the poisonous plants... This game demonstrates the ability to have multiple animated sprites where the sprites can overlap the background environment. See how the player moves past the fence and climbs the wall in the 3rd screen.
Diff: Player.h
- Revision:
- 4:45ff7fc8a431
- Parent:
- 3:a93fe5f207f5
- Child:
- 11:9ae9a88a1da8
--- a/Player.h Sat Dec 27 23:24:30 2014 +0000 +++ b/Player.h Fri Jan 02 00:58:50 2015 +0000 @@ -1,24 +1,22 @@ -CREATE_EFFECT(effect1) - TONE(40, 1400, 16384, -20077, 128, 0), -END_EFFECT - class Player : public GameObject { public: - enum State { Stopped, Walking, Jumping, Falling, OnLadder }; + enum State { Stopped, Walking, Jumping, Falling, OnLadder, Dying }; - Player(Game &game) : - GameObject(game), + Player() : _state(Stopped), _jumpY(0), - _jumpX(0) + _jumpX(0), + _introMode(false), + _forceLeaveLadder(false) { setCollisionRect(2, 0, 11, 16); } void alignX() { - if (getX() % 8 != 0) + Point &position = getPosition(); + if (position.X % 8 != 0) { int8_t dx = getLastXDirection(); if (dx < 0) moveLeft(); @@ -26,120 +24,217 @@ } } + void setIntroMode(bool flag) + { + _introMode = flag; + if (_introMode) + setSpriteId(1); + else + setSpriteId(0); + } + virtual void update() - { - if (_state == OnLadder && !isLadderBelow() ) _state = Stopped; - if (_state == OnLadder) setSpriteId(1); - else setSpriteId(0); + { + static int counter = 0; - if (_state != Jumping && _state != Falling) + counter++; + if (_introMode) + { + static bool shuffleRight = true; + + if (shuffleRight) + { + if (!moveRight()) shuffleRight = false; + } + else + { + if (!moveLeft()) shuffleRight = true; + } + animate(); + } + else if (_state == Dying) { - if (_state != OnLadder) + animate(); + if (counter == 4) + { + Game::Instance->die(); + _state = Stopped; + } + } + else + { + if (_forceLeaveLadder && !isLadderAbove() && !isOverLadder() && _state != Stopped) _forceLeaveLadder = false; + + if (_state == OnLadder && !isLadderBelow()) _state = Stopped; + if (_state == OnLadder || (isLadderAbove() && isOpenBelow())) setSpriteId(1); + else setSpriteId(0); + + if (_state != Jumping && _state != Falling) { - if (GameInput::isLeftPressed()) - { - _state = moveLeft() ? Walking : Stopped; - animate(); + if (_state != OnLadder || isLadderAbove()) + { + if (GameInput::isLeftPressed()) + { + if (_state != OnLadder || isLadderLeft()) + { + _state = moveLeft() ? Walking : Stopped; + animate(); + } + } + else if (GameInput::isRightPressed()) + { + if (_state != OnLadder || isLadderRight()) + { + _state = moveRight() ? Walking : Stopped; + animate(); + } + } } - else if (GameInput::isRightPressed()) + + if (GameInput::isCirclePressed()) { - _state = moveRight() ? Walking : Stopped; - animate(); + if (GameInput::isLeftPressed()) _jumpX = -1; + else if (GameInput::isRightPressed()) _jumpX = 1; + else _jumpX = 0; + + if (_state == OnLadder || isLadderAbove()) + { + _forceLeaveLadder = true; + } + + if (_state != OnLadder || _jumpX != 0 || _forceLeaveLadder) + { + _state = Jumping; + PLAY_EFFECT(0, Sound_PlayerJumping); + _jumpY = 0; + } } + + if (GameInput::isUpPressed()) + { + if (_state == OnLadder || isLadderAbove()) + { + if(moveUp()) + { + _state = OnLadder; + animate(); + } + else + { + _state = Stopped; + } + } + } + else if (GameInput::isDownPressed()) + { + if (_state == OnLadder || isLadderBelow()) + { + if(moveDown()) + { + _state = OnLadder; + animate(); + } + else + { + _state = Stopped; + } + } + else if (isLadderAbove() && isOpenBelow()) + { + _forceLeaveLadder = true; + } + } } - if (GameInput::isCirclePressed()) - { - if (GameInput::isLeftPressed()) _jumpX = -1; - else if (GameInput::isRightPressed()) _jumpX = 1; - else _jumpX = 0; - - if (_state != OnLadder || _jumpX != 0) + if (_state != Jumping && _state != OnLadder) + { + if (isLadderAbove() && !_forceLeaveLadder) { - _state = Jumping; - _jumpY = 0; - PLAY_EFFECT(effect1); - } + _state = OnLadder; + } + else if (fall()) + { + _state = Falling; + alignX(); + } + else + { + _state = Stopped; + } } - if (GameInput::isUpPressed()) - { - if (isLadderAbove() || _state == OnLadder) + if (_state == Jumping) + { + if (isLadderAbove() && !_forceLeaveLadder) + { + _state = Stopped; + _jumpY = 0; + } + else if (_jumpY < 10) + { + if (moveUp()) + ++_jumpY; + else + _jumpY = 10; + } + else if (!moveDown()) + { + _state = Stopped; + _jumpY = 0; + } + + if (_state == Jumping) { - if(moveUp()) + if (_jumpX < 0) + { + moveLeft(); + } + else if (_jumpX > 0) + { + moveRight(); + } + animate(); + } + } + + const Block *obj = detectBlock(); + if (obj != NULL && obj->getType() == Block::Pickup) + { + if (pickupObject()) + { + if (obj->getData() == 1) { - _state = OnLadder; - animate(); + Game::Instance->addScore(25); + PLAY_EFFECT(0, Sound_NewScreen); + Game::Instance->completeScreen(); } else { - _state = Stopped; + Game::Instance->addScore(10); + PLAY_EFFECT(0, Sound_PickupItem); } } } - else if (GameInput::isDownPressed()) + + if (detectCollision() != NULL || detectBlock()->getType() == Block::Deadly) { - if (isLadderBelow() || _state == OnLadder) - { - if(moveDown()) - { - _state = OnLadder; - animate(); - } - else - { - _state = Stopped; - } - } - } - } - - if (_state != Jumping && _state != OnLadder) - { - if (fall()) - { - _state = Falling; - alignX(); + _state = Dying; + counter = 0; + if (Game::Instance->getLives() > 1) PLAY_EFFECT(1, Sound_PlayerDying); } - else - { - _state = Stopped; - } } - - if (_state == Jumping) - { - if (_jumpY < 10 && moveUp()) - { - ++_jumpY; - } - else if (!moveDown()) - { - _state = Stopped; - _jumpY = 0; - } - - if (_state != Stopped) - { - if (_jumpX < 0) { moveLeft(); } - else if (_jumpX > 0) { moveRight(); } - animate(); - } - } } virtual void draw() { - GameObject::draw(); - - if (detectCollision() != NULL || detectBlock()->getType() == Block::Deadly) - { - Game::Surface.drawRect(getX(), getY(), getX() + 15, getY() + 15, Color565::Green); - } + GameObject::draw(); } private: State _state; int8_t _jumpY; int8_t _jumpX; + bool _introMode; + bool _forceLeaveLadder; + };