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