lab.cpp/SDL#4/xMario/BreakableBloc/xMarioMysteryBloc.cpp

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/* [CONSTRUCTOR] Construction d'un xMarioGreenShell
=========================================================*/
xMarioMysteryBloc::xMarioMysteryBloc(xManager *m, int x, int y)
: xSpriteAnimation(
m,
"src/myst_bloc.png",
(SDL_Rect){BLOC_SIZE*x, BLOC_SIZE*y, BLOC_SIZE, BLOC_SIZE}
){
this->setType("mystery-bloc");
/* (2) On definit les clip de chaque frame */
this->addFrame( (SDL_Rect){0, 0, 16, 16} );
this->addFrame( (SDL_Rect){0, 16, 16, 16} );
this->addFrame( (SDL_Rect){0, 32, 16, 16} );
this->addFrame( (SDL_Rect){0, 48, 16, 16} );
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_defaultrect = _dst;
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_lastjump = SDL_GetTicks();
_jumps = 0;
_active = true;
}
/* [JUMP] Animation d'activation (quand saut)
=========================================================*/
void xMarioMysteryBloc::jump(){
if( !this->active() )
return;
if( _defaultrect.y == _dst.y && SDL_GetTicks()-_lastjump > 300 ){
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this->move(0, -10);
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_lastjump = SDL_GetTicks();
_jumps++;
if( _jumps >= 6 )
this->active(false);
}
}
/* [UNJUMP] Animation d'activation (quand saut)
=========================================================*/
void xMarioMysteryBloc::unjump(){
if( (_defaultrect.y-10) == _dst.y && SDL_GetTicks()-_lastjump > 100 ){
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this->move(0, 10);
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_lastjump = SDL_GetTicks();
}
}
/* [ACTIVE] Retourne l'etat du bouton
=========================================================*/
bool xMarioMysteryBloc::active(){
return _active;
}
/* [ACTIVE] Gestion du caractere "actif" du bouton
=========================================================*/
void xMarioMysteryBloc::active(bool active){
_active = active;
if( active ){
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this->pull();
this->clear();
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this->addFrame( (SDL_Rect){0, 0, 16, 16} );
this->addFrame( (SDL_Rect){0, 16, 16, 16} );
this->addFrame( (SDL_Rect){0, 32, 16, 16} );
this->addFrame( (SDL_Rect){0, 48, 16, 16} );
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// On ajoute au rendu
this->push(_index);
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}else{
this->pull();
this->clear();
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this->addFrame( (SDL_Rect){0, 64, 16, 16} );
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this->addFrame( (SDL_Rect){0, 64, 16, 16} );
this->addFrame( (SDL_Rect){0, 64, 16, 16} );
this->addFrame( (SDL_Rect){0, 64, 16, 16} );
// On ajoute au rendu
this->push(_index);
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}
}
/* [ONCOLLIDE] Gestion des collisions
=========================================================*/
void xMarioMysteryBloc::onCollide(vector<int> from, xSprite* by){
/* (1) Saut de mario */
if( by->getType() == "Mario" && from[1] == 1 )
cout << "JUMP JUMP" << endl;
}