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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 "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);
}
CharacterDrew::~CharacterDrew() {
}
bool CharacterDrew::setupPalette() {
debugC(1, kDebugCharacter, "setupPalette()");
if (_walkAnim) {
_walkAnim->applyPalette(129, 129 * 3, 63);
return true;
}
return false;
}
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 const int32 idle[] = { 6, 9, 10, 11, 12 };
return idle[_vm->randRange(0, 4)];
}
} // End of namespace Toon
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