/* 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 "common/debug.h" #include "toon/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); _currentScale = 1024; } CharacterDrew::~CharacterDrew() { } bool CharacterDrew::setupPalette() { debugC(1, kDebugCharacter, "setupPalette()"); if (_walkAnim) { _walkAnim->applyPalette(129, 129 * 3, 63); return true; } return false; } void CharacterDrew::setPosition(int16 x, int16 y) { debugC(5, kDebugCharacter, "setPosition(%d, %d)", x, y); _z = _vm->getLayerAtPoint(x, y); int newScale = _vm->getScaleAtPoint(x, y); if (newScale > 0) _scale = newScale; // 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); if (_currentScale > _scale) { _scale += timeIncrement * 2; if (_scale > _currentScale) _scale = _currentScale; } else if (_currentScale < _scale) { _scale -= timeIncrement * 2; if (_scale < _currentScale) _scale = _currentScale; } setPosition(_x, _y); } int32 CharacterDrew::getRandomIdleAnim() { debugC(3, kDebugCharacter, "getRandomIdleAnim()"); static const int32 idle[] = { 6, 9, 10, 11, 12 }; return idle[_vm->randRange(0, 4)]; } void CharacterDrew::resetScale() { _scale = _currentScale; setPosition(_x, _y); } } // End of namespace Toon