Fixed up movement controls again and fixed a typo.
* You can change direction while already moving (There could be a better way for walking control, but this works fine for now)
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caf86a9fc6
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a2ddb472f5
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@ -1,4 +1,4 @@
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WALK_AUTO_REPEAT_DELAY = 150
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WALK_AUTO_REPEAT_DELAY = 180
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WALK_STEPS_RETRY = 10
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gameRootPanel = nil
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@ -13,7 +13,8 @@ logoutWindow = nil
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exitWindow = nil
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bottomSplitter = nil
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lastWalkDir = nil
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lastDir = nil
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walkEvent = nil
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arrowKeys = {
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[North] = 'Up',
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[South] = 'Down',
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@ -64,6 +65,11 @@ function bindKeys()
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g_keyboard.bindKeyPress('Down', function() smartWalk(South) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress('Left', function() smartWalk(West) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyDown('Up', function() changeWalkDir(North) end, gameRootPanel)
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g_keyboard.bindKeyDown('Right', function() changeWalkDir(East) end, gameRootPanel)
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g_keyboard.bindKeyDown('Down', function() changeWalkDir(South) end, gameRootPanel)
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g_keyboard.bindKeyDown('Left', function() changeWalkDir(West) end, gameRootPanel)
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g_keyboard.bindKeyPress('Numpad8', function() smartWalk(North) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress('Numpad9', function() smartWalk(NorthEast) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress('Numpad6', function() smartWalk(East) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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@ -199,9 +205,17 @@ function tryLogout()
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anchor=AnchorHorizontalCenter}, yesCallback, noCallback)
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end
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function changeWalkDir(dir)
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local player = g_game.getLocalPlayer()
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local lastWalkDir = g_game.getLastWalkDir()
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if lastWalkDir ~= dir and player:isWalking() then
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smartWalk(dir)
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end
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end
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function smartWalk(defaultDir)
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local rebindKey = false
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local lastKey = arrowKeys[lastWalkDir]
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local lastKey = arrowKeys[lastDir]
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-- choose the new direction
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if not g_keyboard.isKeyPressed(arrowKeys[defaultDir]) then
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@ -219,7 +233,7 @@ function smartWalk(defaultDir)
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end
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-- key is still pressed from previous walk event
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if lastWalkDir and lastWalkDir ~= defaultDir and g_keyboard.isKeyPressed(lastKey) then
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if lastDir and lastDir ~= defaultDir and g_keyboard.isKeyPressed(lastKey) then
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if g_keyboard.isKeySetPressed(arrowKeys) then
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g_keyboard.unbindKeyPress(lastKey, gameRootPanel)
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rebindKey = true
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@ -250,9 +264,9 @@ function smartWalk(defaultDir)
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end
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if rebindKey then
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g_keyboard.bindKeyPress(lastKey, function() smartWalk(lastWalkDir) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress(lastKey, function() smartWalk(lastDir) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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end
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lastWalkDir = dir
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lastDir = dir
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end
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function updateStretchShrink()
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@ -318,7 +318,6 @@ void Creature::walk(const Position& oldPos, const Position& newPos)
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m_walkFinishAnimEvent = nullptr;
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}
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// no direction need to be changed when the walk ends
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m_walkTurnDirection = Otc::InvalidDirection;
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@ -538,8 +538,7 @@ bool Game::walk(Otc::Direction direction)
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if(m_lastWalkDir != direction) {
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// must add a new walk event
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float ticks = m_localPlayer->getStepTicksLeft();
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if(ticks < 0)
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ticks = 0;
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if(ticks < 0) { ticks = 0; }
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if(m_walkEvent) {
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m_walkEvent->cancel();
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@ -293,6 +293,7 @@ public:
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std::string getWorldName() { return m_worldName; }
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std::vector<uint8> getGMActions() { return m_gmActions; }
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bool isGM() { return m_gmActions.size() > 0; }
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Otc::Direction getLastWalkDir() { return m_lastWalkDir; }
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std::string formatCreatureName(const std::string &name);
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int findEmptyContainerId();
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@ -95,7 +95,7 @@ void LocalPlayer::walk(const Position& oldPos, const Position& newPos)
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// a prewalk was going on
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if(m_preWalking) {
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if(m_waitingWalkPong) {
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if(newPos == m_lastPrewalkDestionation)
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if(newPos == m_lastPrewalkDestination)
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m_lastWalkPing = m_walkPingTimer.ticksElapsed();
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m_waitingWalkPong = false;
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@ -105,7 +105,7 @@ void LocalPlayer::walk(const Position& oldPos, const Position& newPos)
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m_preWalking = false;
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m_lastPrewalkDone = true;
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// if is to the last prewalk destination, updates the walk preserving the animation
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if(newPos == m_lastPrewalkDestionation) {
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if(newPos == m_lastPrewalkDestination) {
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updateWalk();
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// was to another direction, replace the walk
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} else
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@ -127,7 +127,7 @@ void LocalPlayer::preWalk(Otc::Direction direction)
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Position newPos = m_position.translatedToDirection(direction);
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// avoid reanimating prewalks
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if(m_preWalking && m_lastPrewalkDestionation == newPos)
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if(m_preWalking && m_lastPrewalkDestination == newPos)
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return;
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m_waitingWalkPong = false;
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@ -143,7 +143,7 @@ void LocalPlayer::preWalk(Otc::Direction direction)
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// start walking to direction
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m_lastPrewalkDone = false;
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m_lastPrewalkDestionation = newPos;
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m_lastPrewalkDestination = newPos;
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Creature::walk(m_position, newPos);
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}
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@ -233,7 +233,7 @@ void LocalPlayer::stopWalk()
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Creature::stopWalk(); // will call terminateWalk
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m_lastPrewalkDone = true;
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m_lastPrewalkDestionation = Position();
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m_lastPrewalkDestination = Position();
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}
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void LocalPlayer::updateWalkOffset(int totalPixelsWalked)
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@ -119,7 +119,7 @@ protected:
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private:
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// walk related
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Timer m_walkPingTimer;
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Position m_lastPrewalkDestionation;
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Position m_lastPrewalkDestination;
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Position m_autoWalkDestination;
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Position m_lastAutoWalkPosition;
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ScheduledEventPtr m_autoWalkEndEvent;
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@ -242,6 +242,7 @@ void Client::registerLuaFunctions()
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g_lua.bindSingletonFunction("g_game", "disableFeature", &Game::disableFeature, &g_game);
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g_lua.bindSingletonFunction("g_game", "isGM", &Game::isGM, &g_game);
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g_lua.bindSingletonFunction("g_game", "answerModalDialog", &Game::answerModalDialog, &g_game);
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g_lua.bindSingletonFunction("g_game", "getLastWalkDir", &Game::getLastWalkDir, &g_game);
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g_lua.registerSingletonClass("g_shaders");
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g_lua.bindSingletonFunction("g_shaders", "createShader", &ShaderManager::createShader, &g_shaders);
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