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Shadow.cpp
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Shadow.cpp
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/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include
"Functions.h"
#include
"FileManager.h"
#include
"Game.h"
#include
"Player.h"
#include
"Shadow.h"
#include
<vector>
#include
<iostream>
using
namespace
std
;
Shadow
::
Shadow
(
Game
*
objParent
)
:
Player
(
objParent
){
//Most of the initialising happens in the Player's constructor.
//Here we only set some shadow specific options.
called
=
false
;
shadow
=
true
;
}
void
Shadow
::
moveLogic
(){
//If we're called and there are still moves left we to that move.
if
(
called
&&
state
<
(
signed
)
playerButton
.
size
()){
int
currentKey
=
playerButton
[
state
];
xVel
=
0
;
//Check if the current move is walking.
if
(
currentKey
&
PlayerButtonRight
)
xVel
=
7
;
if
(
currentKey
&
PlayerButtonLeft
)
xVel
=
-7
;
//Check if the current move is jumping.
if
((
currentKey
&
PlayerButtonJump
)
&&
!
inAir
){
isJump
=
true
;
}
else
{
isJump
=
false
;
}
//Check if the current move is an action (DOWN arrow key).
if
(
currentKey
&
PlayerButtonDown
){
downKeyPressed
=
true
;
}
else
{
downKeyPressed
=
false
;
}
//We've done the move so move on to the next one.
state
++
;
}
else
{
//We ran out of moves so reset it.
//FIXME: Every frame when called is false this will be done?
called
=
false
;
state
=
0
;
xVel
=
0
;
}
}
void
Shadow
::
meCall
(){
called
=
true
;
}
void
Shadow
::
stateReset
(){
state
=
0
;
called
=
false
;
}
void
Shadow
::
loadState
(){
Player
::
loadState
();
called
=
false
;
playerButton
.
clear
();
}
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