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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.
*
*/
#ifndef GOB_MINIGAMES_GEISHA_EVILFISH_H
#define GOB_MINIGAMES_GEISHA_EVILFISH_H
#include "gob/aniobject.h"
namespace Gob {
namespace Geisha {
/** An "evil" fish in Geisha's "Diving" minigame. */
class EvilFish : public ANIObject {
public:
enum Direction {
kDirectionLeft = 0,
kDirectionRight = 1
};
EvilFish(const ANIFile &ani, uint16 screenWidth,
uint16 animSwimLeft, uint16 animSwimRight,
uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie);
~EvilFish();
/** Are there coordinates within the fish's sprite? */
bool isIn(int16 x, int16 y) const;
/** Enter from this direction / screen edge. */
void enter(Direction from, int16 y);
/** Leave the screen in the current direction. */
void leave();
/** Kill the fish. */
void die();
/** Advance the animation to the next frame. */
void advance();
/** Change the fish's animations, effectively making it a different fish type. */
void mutate(uint16 animSwimLeft, uint16 animSwimRight,
uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie);
private:
enum State {
kStateNone,
kStateSwimLeft,
kStateSwimRight,
kStateTurnLeft,
kStateTurnRight,
kStateDie
};
uint16 _screenWidth;
uint16 _animSwimLeft;
uint16 _animSwimRight;
uint16 _animTurnLeft;
uint16 _animTurnRight;
uint16 _animDie;
bool _shouldLeave;
State _state;
};
} // End of namespace Geisha
} // End of namespace Gob
#endif // GOB_MINIGAMES_GEISHA_EVILFISH_H
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