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-rw-r--r--engines/toon/drew.cpp122
1 files changed, 122 insertions, 0 deletions
diff --git a/engines/toon/drew.cpp b/engines/toon/drew.cpp
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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+ #include "drew.h"
+
+namespace Toon {
+
+CharacterDrew::CharacterDrew(ToonEngine *vm) : Character(vm) {
+ _id = 0;
+ _blockingWalk = true;
+ _animationInstance = vm->getAnimationManager()->createNewInstance(kAnimationCharacter);
+ _animationInstance->setUseMask(true);
+ vm->getAnimationManager()->addInstance(_animationInstance);
+}
+
+CharacterDrew::~CharacterDrew(void) {
+}
+
+bool CharacterDrew::setupPalette() {
+ debugC(1, kDebugCharacter, "setupPalette()");
+
+ if (_walkAnim) {
+ _walkAnim->applyPalette(129, 129 * 3, 63);
+ return true;
+ }
+ return false;
+}
+
+void CharacterDrew::setFacing(int32 facing) {
+ debugC(4, kDebugCharacter, "setFacing(%d)", facing);
+ _facing = facing;
+}
+
+void CharacterDrew::setPosition(int32 x, int32 y) {
+ debugC(5, kDebugCharacter, "setPosition(%d, %d)", x, y);
+
+ _z = _vm->getLayerAtPoint(x, y);
+ _scale = _vm->getScaleAtPoint(x, y);
+
+ // work out position and scale of the character sprite
+ int32 width = _walkAnim->getWidth() * _scale / 1024;
+ int32 height = 210 * _scale / 1024;
+ _animationInstance->setPosition(x - width / 2, y - height, _z , false);
+ _animationInstance->setScale(_scale);
+
+ // work out position and scale of the shadow below character
+ int32 shadowWidth = _shadowAnim->getWidth() * _scale / 1024;
+ int32 shadowHeight = _shadowAnim->getHeight() * _scale / 1024;
+
+ _shadowAnimationInstance->setPosition(x - shadowWidth / 2, y - shadowHeight / 2 - 4 , _z , false);
+ _shadowAnimationInstance->setScale(_scale);
+
+ _x = x;
+ _y = y;
+ _animationInstance->setLayerZ(_y);
+}
+
+void CharacterDrew::playStandingAnim() {
+ debugC(4, kDebugCharacter, "playStandingAnim()");
+
+ stopSpecialAnim();
+ _animationInstance->setAnimation(_walkAnim);
+ _animationInstance->setFrame(_facing * 2);
+ _shadowAnimationInstance->setFrame(_facing);
+ _animationInstance->setAnimationRange(_facing * 2, _facing * 2);
+ _animationInstance->stopAnimation();
+ _animationInstance->setLooping(true);
+ //setVisible(true);
+
+}
+
+void CharacterDrew::playWalkAnim(int32 start, int32 end) {
+ debugC(4, kDebugCharacter, "playWalkAnim(%d, %d)", start, end);
+
+ stopSpecialAnim();
+ _animationInstance->setAnimation(_walkAnim);
+ _shadowAnimationInstance->setFrame(_facing);
+ _animationInstance->setAnimationRange(16 + _facing * 14, 16 + _facing * 14 + 13);
+ _animationInstance->playAnimation();
+ _animationInstance->setFps(16);
+ _animationInstance->setLooping(true);
+
+ //setVisible(true);
+}
+
+void CharacterDrew::update(int32 timeIncrement) {
+ debugC(5, kDebugCharacter, "update(%d)", timeIncrement);
+ Character::update(timeIncrement);
+ setPosition(_x, _y);
+
+}
+
+int32 CharacterDrew::getRandomIdleAnim() {
+ debugC(3, kDebugCharacter, "getRandomIdleAnim()");
+
+ static int32 idle[] = { 6, 9, 10, 11, 12 };
+ return idle[_vm->randRange(0, 4)];
+}
+} // End of namespace Toon
+