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https://github.com/libretro/scummvm.git
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87eb651886
This harmonises the usage with Common::Point.
132 lines
3.9 KiB
C++
132 lines
3.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/debug.h"
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#include "toon/drew.h"
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namespace Toon {
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CharacterDrew::CharacterDrew(ToonEngine *vm) : Character(vm) {
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_id = 0;
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_blockingWalk = true;
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_animationInstance = vm->getAnimationManager()->createNewInstance(kAnimationCharacter);
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_animationInstance->setUseMask(true);
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vm->getAnimationManager()->addInstance(_animationInstance);
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_currentScale = 1024;
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}
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CharacterDrew::~CharacterDrew() {
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}
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bool CharacterDrew::setupPalette() {
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debugC(1, kDebugCharacter, "setupPalette()");
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if (_walkAnim) {
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_walkAnim->applyPalette(129, 129 * 3, 63);
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return true;
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}
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return false;
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}
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void CharacterDrew::setPosition(int16 x, int16 y) {
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debugC(5, kDebugCharacter, "setPosition(%d, %d)", x, y);
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_z = _vm->getLayerAtPoint(x, y);
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int newScale = _vm->getScaleAtPoint(x, y);
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if (newScale > 0)
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_scale = newScale;
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// work out position and scale of the character sprite
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int32 width = _walkAnim->getWidth() * _scale / 1024;
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int32 height = 210 * _scale / 1024;
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_animationInstance->setPosition(x - width / 2, y - height, _z , false);
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_animationInstance->setScale(_scale);
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// work out position and scale of the shadow below character
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int32 shadowWidth = _shadowAnim->getWidth() * _scale / 1024;
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int32 shadowHeight = _shadowAnim->getHeight() * _scale / 1024;
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_shadowAnimationInstance->setPosition(x - shadowWidth / 2, y - shadowHeight / 2 - 4 , _z , false);
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_shadowAnimationInstance->setScale(_scale);
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_x = x;
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_y = y;
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_animationInstance->setLayerZ(_y);
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}
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void CharacterDrew::playStandingAnim() {
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debugC(4, kDebugCharacter, "playStandingAnim()");
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stopSpecialAnim();
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_animationInstance->setAnimation(_walkAnim);
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_animationInstance->setFrame(_facing * 2);
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_shadowAnimationInstance->setFrame(_facing);
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_animationInstance->setAnimationRange(_facing * 2, _facing * 2);
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_animationInstance->stopAnimation();
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_animationInstance->setLooping(true);
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//setVisible(true);
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}
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void CharacterDrew::playWalkAnim(int32 start, int32 end) {
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debugC(4, kDebugCharacter, "playWalkAnim(%d, %d)", start, end);
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stopSpecialAnim();
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_animationInstance->setAnimation(_walkAnim);
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_shadowAnimationInstance->setFrame(_facing);
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_animationInstance->setAnimationRange(16 + _facing * 14, 16 + _facing * 14 + 13);
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_animationInstance->playAnimation();
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_animationInstance->setFps(16);
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_animationInstance->setLooping(true);
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//setVisible(true);
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}
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void CharacterDrew::update(int32 timeIncrement) {
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debugC(5, kDebugCharacter, "update(%d)", timeIncrement);
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Character::update(timeIncrement);
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if (_currentScale > _scale) {
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_scale += timeIncrement * 2;
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if (_scale > _currentScale)
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_scale = _currentScale;
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} else if (_currentScale < _scale) {
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_scale -= timeIncrement * 2;
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if (_scale < _currentScale)
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_scale = _currentScale;
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}
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setPosition(_x, _y);
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}
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int32 CharacterDrew::getRandomIdleAnim() {
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debugC(3, kDebugCharacter, "getRandomIdleAnim()");
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static const int32 idle[] = { 6, 9, 10, 11, 12 };
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return idle[_vm->randRange(0, 4)];
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}
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void CharacterDrew::resetScale()
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{
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_scale = _currentScale;
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setPosition(_x, _y);
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}
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} // End of namespace Toon
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