/*========================================================================= psjump.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\psjump.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 ---- */ CPlayerStateJump s_stateJump; /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateJump::enter(CPlayerModeBase *_playerMode) { // If already in this state then don't do the entry code if(_playerMode->getState()!=STATE_JUMP) { _playerMode->setAnimNo(ANIM_SPONGEBOB_JUMP); m_jumpFrames=0; _playerMode->jump(); CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_JUMP); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateJump::think(CPlayerModeBase *_playerMode) { const PlayerMetrics *metrics; int controlHeld,controlDown; metrics=_playerMode->getPlayerMetrics(); controlHeld=_playerMode->getPadInputHeld(); controlDown=_playerMode->getPadInputDown(); _playerMode->advanceAnimFrameAndCheckForEndOfAnim(); if(m_jumpFrames<=metrics->m_metric[PM__MAX_JUMP_FRAMES]&&controlHeld&PI_JUMP) { m_jumpFrames++; } else { _playerMode->setState(STATE_FALL); } if(controlHeld&PI_LEFT) { _playerMode->moveLeft(); } else if(controlHeld&PI_RIGHT) { _playerMode->moveRight(); } else { _playerMode->slowdown(); } } /*=========================================================================== end */