GOB: Add class Geisha::EvilFish

An "evil" fish in Geisha's "Diving" minigame.
This commit is contained in:
Sven Hesse 2011-09-03 15:51:37 +02:00
parent 220fc2b593
commit dbb70e3d6f
3 changed files with 250 additions and 0 deletions

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@ -0,0 +1,163 @@
/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "gob/minigames/geisha/evilfish.h"
namespace Gob {
namespace Geisha {
EvilFish::EvilFish(const ANIFile &ani, uint16 screenWidth,
uint16 animSwimLeft, uint16 animSwimRight,
uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie) :
ANIObject(ani), _screenWidth(screenWidth),
_animSwimLeft(animSwimLeft), _animSwimRight(animSwimRight),
_animTurnLeft(animTurnLeft), _animTurnRight(animTurnRight), _animDie(animDie),
_shouldLeave(false), _state(kStateNone) {
}
EvilFish::~EvilFish() {
}
bool EvilFish::isIn(int16 x, int16 y) const {
int16 frameX, frameY, frameWidth, frameHeight;
getFramePosition(frameX, frameY);
getFrameSize(frameWidth, frameHeight);
if ((x < frameX) || (y < frameY))
return false;
if ((x > (frameX + frameWidth)) || (y > (frameY + frameHeight)))
return false;
return true;
}
void EvilFish::enter(Direction from, int16 y) {
_shouldLeave = false;
bool left = from == kDirectionLeft;
setAnimation(left ? _animSwimLeft : _animSwimRight);
int16 width, height;
getFrameSize(width, height);
setPosition(left ? -width : _screenWidth, y);
setVisible(true);
_state = left ? kStateSwimLeft : kStateSwimRight;
}
void EvilFish::leave() {
if (_state == kStateNone)
return;
_shouldLeave = true;
}
void EvilFish::die() {
if ((_state == kStateNone) || (_state == kStateDie))
return;
int16 x, y;
getFramePosition(x, y);
setAnimation(_animDie);
setPosition(x, y);
_state = kStateDie;
}
void EvilFish::advance() {
if (_state == kStateNone)
return;
bool wasLastFrame = lastFrame();
ANIObject::advance();
int16 x, y, width, height;
getFramePosition(x, y);
getFrameSize(width, height);
switch (_state) {
case kStateNone:
break;
case kStateSwimLeft:
if (!_shouldLeave && (x >= _screenWidth - width)) {
setAnimation(_animTurnRight);
setPosition(x, y);
_state = kStateTurnRight;
}
if (_shouldLeave && (x >= _screenWidth)) {
setVisible(false);
_shouldLeave = false;
_state = kStateNone;
}
break;
case kStateSwimRight:
if (!_shouldLeave && (x <= 0)) {
setAnimation(_animTurnLeft);
setPosition(x, y);
_state = kStateTurnLeft;
}
if (_shouldLeave && (x < -width)) {
setVisible(false);
_shouldLeave = false;
_state = kStateNone;
}
break;
case kStateTurnLeft:
if (wasLastFrame) {
setAnimation(_animSwimLeft);
_state = kStateSwimLeft;
}
break;
case kStateTurnRight:
if (wasLastFrame) {
setAnimation(_animSwimRight);
_state = kStateSwimRight;
}
break;
case kStateDie:
if (wasLastFrame) {
setVisible(false);
_state = kStateNone;
}
break;
}
}
} // End of namespace Geisha
} // End of namespace Gob

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@ -0,0 +1,86 @@
/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GOB_MINIGAMES_GEISHA_EVILFISH_H
#define GOB_MINIGAMES_GEISHA_EVILFISH_H
#include "gob/aniobject.h"
namespace Gob {
namespace Geisha {
/** An "evil" fish in Geisha's "Diving" minigame. */
class EvilFish : public ANIObject {
public:
enum Direction {
kDirectionLeft,
kDirectionRight
};
EvilFish(const ANIFile &ani, uint16 screenWidth,
uint16 animSwimLeft, uint16 animSwimRight,
uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie);
~EvilFish();
/** Are there coordinates within the fish's sprite? */
bool isIn(int16 x, int16 y) const;
/** Enter from this direction / screen edge. */
void enter(Direction from, int16 y);
/** Leave the screen in the current direction. */
void leave();
/** Kill the fish. */
void die();
/** Advance the animation to the next frame. */
void advance();
private:
enum State {
kStateNone,
kStateSwimLeft,
kStateSwimRight,
kStateTurnLeft,
kStateTurnRight,
kStateDie
};
uint16 _screenWidth;
uint16 _animSwimLeft;
uint16 _animSwimRight;
uint16 _animTurnLeft;
uint16 _animTurnRight;
uint16 _animDie;
bool _shouldLeave;
State _state;
};
} // End of namespace Geisha
} // End of namespace Gob
#endif // GOB_MINIGAMES_GEISHA_EVILFISH_H

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@ -73,6 +73,7 @@ MODULE_OBJS := \
demos/demoplayer.o \
demos/scnplayer.o \
demos/batplayer.o \
minigames/geisha/evilfish.o \
save/savefile.o \
save/savehandler.o \
save/saveload.o \