walk fixed, animated text changes

master
Henrique Santiago 13 years ago
parent 400afa9981
commit ad82c549b8

@ -25,6 +25,7 @@
#include "map.h"
#include <framework/core/clock.h>
#include <framework/core/eventdispatcher.h>
#include <framework/graphics/graphics.h>
AnimatedText::AnimatedText()
{
@ -46,7 +47,7 @@ void AnimatedText::start()
void AnimatedText::draw(const Point& p)
{
if(m_font)
m_font->renderText(m_text, Rect(p + Point(0, -20.0 * g_clock.timeElapsed(m_startTime) / (DURATION / 1000)), m_textSize), Fw::AlignTopCenter, m_color);
m_font->renderText(m_text, Rect(p + Point(20 - m_textSize.width() / 2, -20.0 * g_clock.timeElapsed(m_startTime) / (DURATION / 1000)), m_textSize), Fw::AlignLeft, m_color);
}
void AnimatedText::setColor(int color)

@ -130,14 +130,14 @@ void Creature::drawInformation(int x, int y, bool useGray, const Rect& rect)
Rect backgroundRect = Rect(x-(13.5), y, 27, 4);
backgroundRect.bound(rect);
Rect textRect = Rect(x - m_nameSize.width() / 2.0, y-15, m_nameSize);
Rect textRect = Rect(x - m_nameSize.width() / 2.0, y-12, m_nameSize);
textRect.bound(rect);
// distance them
if(textRect.top() == rect.top())
backgroundRect.moveTop(textRect.top() + 15);
backgroundRect.moveTop(textRect.top() + 12);
if(backgroundRect.bottom() == rect.bottom())
textRect.moveTop(backgroundRect.top() - 15);
textRect.moveTop(backgroundRect.top() - 12);
// health rect is based on background rect, so no worries
Rect healthRect = backgroundRect.expanded(-1);
@ -251,7 +251,7 @@ void Creature::updateWalk()
g_dispatcher.scheduleEvent(std::bind(&Creature::updateWalk, asCreature()), m_walkTimePerPixel);
}
void Creature::cancelWalk(Otc::Direction direction)
void Creature::cancelWalk(Otc::Direction direction, bool)
{
m_walking = false;
m_walkStart = 0;

@ -62,7 +62,7 @@ public:
virtual void walk(const Position& position, bool inverse = true);
void turn(Otc::Direction direction);
virtual void cancelWalk(Otc::Direction direction);
virtual void cancelWalk(Otc::Direction direction, bool force = false);
Point getWalkOffset() { return m_walkOffset; }
bool isWalking() { return m_walking; }

@ -28,10 +28,12 @@
LocalPlayer::LocalPlayer()
{
m_clientWalking = false;
m_nextWalkDirection = Otc::InvalidDirection;
}
void LocalPlayer::clientWalk(Otc::Direction direction)
{
// We're not walking, so start a client walk.
if(!m_walking) {
Position newPos = m_position + Position::getPositionFromDirection(direction);
Creature::walk(newPos, false);
@ -41,33 +43,59 @@ void LocalPlayer::clientWalk(Otc::Direction direction)
void LocalPlayer::walk(const Position& position, bool inverse)
{
// This can only be received by protocol, so its always inverse.
// If we're already walking, just finish it.
if(m_clientWalking) {
m_clientWalking = false;
Position pos = Position::getPositionFromDirection(m_direction);
Point walkOffset = Point(m_walkOffset.x - pos.x * 32,
m_walkOffset.y - pos.y * 32);
Creature::walk(position, inverse);
// Restore walk offset, because we were already walking.
m_walkOffset = walkOffset;
m_clientWalking = false;
}
else {
m_walkOffset.x = 0;
m_walkOffset.y = 0;
// If we're not client walking, we'll just walk like every NPC. Ie: When player is pushed.
else
Creature::walk(position, inverse);
}
}
void LocalPlayer::cancelWalk(Otc::Direction direction)
void LocalPlayer::cancelWalk(Otc::Direction direction, bool force)
{
m_clientWalking = false;
Creature::cancelWalk(direction);
// Server said we cant walk. Ie: houses, vip areas.
if(force) {
m_clientWalking = false;
Creature::cancelWalk(direction);
}
else {
// Walk finished, and we already received the confirmation from server.
if(m_walking && !m_clientWalking) {
m_clientWalking = false;
Creature::cancelWalk(direction);
if(m_nextWalkDirection != Otc::InvalidDirection) {
g_game.walk(m_nextWalkDirection);
m_nextWalkDirection = Otc::InvalidDirection;
}
}
//else..
// Walk finished, however we havent received the confirmation from server. So wait for it.
}
}
bool LocalPlayer::canWalk(Otc::Direction direction)
{
if(m_walking)
if(m_walking) {
if(direction != m_direction && m_nextWalkDirection != direction)
m_nextWalkDirection = direction;
else if(direction == m_direction && m_nextWalkDirection != Otc::InvalidDirection)
m_nextWalkDirection = Otc::InvalidDirection;
return false;
}
Position newPos = m_position + Position::getPositionFromDirection(direction);
TilePtr tile = g_map.getTile(newPos);

@ -44,7 +44,7 @@ public:
void clientWalk(Otc::Direction direction);
void walk(const Position& position, bool inverse);
void cancelWalk(Otc::Direction direction);
void cancelWalk(Otc::Direction direction, bool force = false);
bool canWalk(Otc::Direction direction);
LocalPlayerPtr asLocalPlayer() { return std::static_pointer_cast<LocalPlayer>(shared_from_this()); }
@ -53,6 +53,7 @@ private:
uint16 m_drawSpeed;
bool m_canReportBugs;
bool m_clientWalking;
Otc::Direction m_nextWalkDirection;
int m_skills[Otc::LastSkill][Otc::LastSkillType];
double m_statistics[Otc::LastStatistic];

@ -841,7 +841,7 @@ void ProtocolGame::parseTextMessage(InputMessage& msg)
void ProtocolGame::parseCancelWalk(InputMessage& msg)
{
Otc::Direction direction = (Otc::Direction)msg.getU8();
m_localPlayer->cancelWalk(direction);
m_localPlayer->cancelWalk(direction, true);
}
void ProtocolGame::parseFloorChangeUp(InputMessage& msg)

@ -73,10 +73,10 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
// cool testing \/
if(button == Fw::MouseLeftButton) {
/*MissilePtr shot = MissilePtr(new Missile());
MissilePtr shot = MissilePtr(new Missile());
shot->setId(1);
shot->setPath(g_map.getCentralPosition(), tilePos);
g_map.addThing(shot, g_map.getCentralPosition());*/
g_map.addThing(shot, g_map.getCentralPosition());
AnimatedTextPtr animatedText = AnimatedTextPtr(new AnimatedText);
animatedText->setPosition(g_map.getCentralPosition());
@ -91,6 +91,12 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
effect->start();
if(tile)
tile->addEffect(effect);
AnimatedTextPtr animatedText = AnimatedTextPtr(new AnimatedText);
animatedText->setPosition(g_map.getCentralPosition());
animatedText->setColor(12);
animatedText->setText("8");
g_map.addThing(animatedText, g_map.getCentralPosition());
}
}

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