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📄 ghostmovewhenkilledactions.cpp

📁 VIGASOCO (VIdeo GAmes SOurce COde) Windows port (v0.01)
💻 CPP
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// GhostMoveWhenKilledActions.cpp
//
/////////////////////////////////////////////////////////////////////////////

#include "GhostMoveWhenKilledActions.h"
#include "Ghost.h"
#include "Game.h"

void GhostGoHomeAction::run(Ghost *ghost)
{
	// moves
	ghost->move();

	// if the ghost is in front of home, change state to entering home after being killed
	if ((ghost->posX == 0x80) && (ghost->posY == 0x64)){
		ghost->state = 2;
	}
}

void GhostEnterHomeAndEndAction::run(Ghost *ghost)
{
	// moves down
	ghost->posX += movementOffsets[DOWN][0];
	ghost->posY += movementOffsets[DOWN][1];

	// updates orientation
	ghost->prevOrientation = ghost->orientation = DOWN;

	// if the ghost has fully entered home 
	if (ghost->posY == 0x80){
		// set tile positions
		ghost->tilePosX = ghost->actualTilePosX = 0x2e;
		ghost->tilePosY = ghost->actualTilePosY = 0x2f;

		// reset ghost state (alive, at home and not in panic mode)
		ghost->state = 0;
		ghost->substate = 0;
		ghost->panicMode = false;

		// TODOSOUND: check all ghost's states and if no more are dead, stop returning home sound
	}
}

void GhostGoHomeAndContinueAction::run(Ghost *ghost)
{
	// moves down
	ghost->posX += movementOffsets[DOWN][0];
	ghost->posY += movementOffsets[DOWN][1];

	// updates orientation
	ghost->prevOrientation = ghost->orientation = DOWN;

	// if the ghost has fully entered home, change state
	if (ghost->posY == 0x80){
		ghost->state++;
	}
}

void GhostMoveToLeftHomeSideAction::run(Ghost *ghost)
{
	// moves left
	ghost->posX += movementOffsets[LEFT][0];
	ghost->posY += movementOffsets[LEFT][1];

	// updates orientation
	ghost->prevOrientation = ghost->orientation = LEFT;

	// if the ghost has fully reached the left side
	if (ghost->posX == 0x90){
		// set tile positions
		ghost->tilePosX = ghost->actualTilePosX = 0x30;
		ghost->tilePosY = ghost->actualTilePosY = 0x2f;

		// reset ghost state (alive, at home and not in panic mode)
		ghost->state = 0;
		ghost->substate = 0;
		ghost->panicMode = false;

		// TODOSOUND: check all ghost's states and if no more are dead, stop returning home sound
	}
}

void GhostMoveToRightHomeSideAction::run(Ghost *ghost)
{
	// moves right
	ghost->posX += movementOffsets[RIGHT][0];
	ghost->posY += movementOffsets[RIGHT][1];

	// updates orientation
	ghost->prevOrientation = ghost->orientation = RIGHT;

	// if the ghost has fully reached the right side
	if (ghost->posX == 0x70){
		// set tile positions
		ghost->tilePosX = ghost->actualTilePosX = 0x2c;
		ghost->tilePosY = ghost->actualTilePosY = 0x2f;

		// reset ghost state (alive, at home and not in panic mode)
		ghost->state = 0;
		ghost->substate = 0;
		ghost->panicMode = false;

		// TODOSOUND: check all ghost's states and if no more are dead, stop returning home sound
	}
}

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