/*========================================================================= psspring.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\psspring.h" #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __PLAYER_PMODES_H__ #include "player\pmodes.h" #endif #ifndef __SOUND_SOUND_H__ #include "sound\sound.h" #endif /* Std Lib ------- */ /* Data ---- */ #ifndef __ANIM_SPONGEBOB_HEADER__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ CPlayerStateSpring s_stateSpring; /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateSpring::enter(CPlayerModeBase *_playerMode) { // If already in this state then don't do the entry code if(_playerMode->getState()!=STATE_SPRINGUP) { _playerMode->setAnimNo(ANIM_SPONGEBOB_JUMP); m_springFrames=0; _playerMode->spring(); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateSpring::think(CPlayerModeBase *_playerMode) { const PlayerMetrics *metrics; int controlHeld,controlDown; metrics=_playerMode->getPlayerMetrics(); controlHeld=_playerMode->getPadInputHeld(); controlDown=_playerMode->getPadInputDown(); _playerMode->advanceAnimFrameAndCheckForEndOfAnim(); if(m_springFrames<=_playerMode->getSpringHeight()) { _playerMode->spring(); m_springFrames++; } else { _playerMode->setState(STATE_FALL); } if(controlDown&PI_JUMP) { _playerMode->setState(STATE_BUTTBOUNCE); } if(controlHeld&PI_LEFT) { _playerMode->moveLeft(); } else if(controlHeld&PI_RIGHT) { _playerMode->moveRight(); } else { _playerMode->slowdown(); } } /*=========================================================================== end */