r74 - in trunk: . src/objects
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Tue Oct 5 14:34:29 EDT 2004
Author: jonas
Date: 2004-10-05 14:34:29 -0400 (Tue, 05 Oct 2004)
New Revision: 74
Modified:
trunk/TODO
trunk/src/objects/baleog.cpp
trunk/src/objects/erik.cpp
trunk/src/objects/fang.cpp
trunk/src/objects/olaf.cpp
trunk/src/objects/scorch.cpp
Log:
finnished the new animations (from blizzard home page), added corresponding left/right images using convert -flop
Modified: trunk/TODO
===================================================================
--- trunk/TODO 2004-10-05 17:30:34 UTC (rev 73)
+++ trunk/TODO 2004-10-05 18:34:29 UTC (rev 74)
@@ -11,10 +11,19 @@
o pointers => references where possible
o Describe everything using Doxygen styles, move the documentation from
*.cpp to the headers...
+ o Idea: _all_ objects should have a "kore" like the players (curpos thing)
+ This would help in many ways and should be a frame information and not an
+ image as done for players atm!
o Fall/push/crash/collisions:
o the character should have more information what he hits
o movements into dense objects should involve a push()
+ o I have no idea about how the push should look like, elevators can be pushed
+ up, even though you don't collide with them on top
+ o characters should be "pushable", eg. a stone that falls down pushes the
+ character down or better: an elevator should push the characters up
+ o In case of the elevator, the players are somehow "bound" to the elevator (ie.
+ it's not like: the elevator moves, the character falls, but they move together)
o the collision detection and the move/fall code is all a big mess
o Animations/Events:
@@ -26,6 +35,8 @@
- store rects in an array/vector/whatever or use offset matrices
- do some column/row logics to easy the access
- eg. set offsets for left, right, mleft, mright...
+ - IDEA: just store one side and add some flipping logic to the image
+ loading process...
o IDEA: change Animation* pointers to Animation (or references), leave only
animation as a pointer and get the address each time...
o introduce animation events that play an animation and end when it's
Modified: trunk/src/objects/baleog.cpp
===================================================================
--- trunk/src/objects/baleog.cpp 2004-10-05 17:30:34 UTC (rev 73)
+++ trunk/src/objects/baleog.cpp 2004-10-05 18:34:29 UTC (rev 74)
@@ -9,16 +9,16 @@
Baleog::Baleog(string imagename, Sint16 xcord, Sint16 ycord, string pname):
Player(imagename,xcord,ycord,pname) {
- im_left=new Animation(imgcache->loadImage("baleog_right.bmp"));
- im_right=im_left;
- im_run_right=new Animation(imgcache->loadImage("baleog-run.png"),8,1000);
- im_run_left=im_left;
+ im_left=new Animation(imgcache->loadImage("baleog_left.bmp"));
+ im_right=new Animation(imgcache->loadImage("baleog_right.bmp"));
+ im_run_left=new Animation(imgcache->loadImage("baleog-run_left.png"),8,1000);
+ im_run_right=new Animation(imgcache->loadImage("baleog-run_right.png"),8,1000);
im_fall_left=im_left;
im_fall_right=im_left;
im_krit_left=im_left;
im_krit_right=im_left;
- im_land_left=new Animation(imgcache->loadImage("olaf_land.bmp"),1,T_IRR,true);
- im_land_right=im_land_left;
+ im_land_left=new Animation(imgcache->loadImage("olaf_land_left.bmp"),1,T_IRR,true);
+ im_land_right=new Animation(imgcache->loadImage("olaf_land_right.bmp"),1,T_IRR,true);
weapon=Weapon(-1,W_STRIKE);
im_sword_left=new Animation(60,imgcache->loadImage("kuru.bmp"),12,500,true);
im_sword_right=im_sword_left;
@@ -27,8 +27,11 @@
Baleog::~Baleog() {
delete im_left;
+ delete im_right;
+ delete im_run_left;
delete im_run_right;
delete im_land_left;
+ delete im_land_right;
delete im_sword_left;
}
Modified: trunk/src/objects/erik.cpp
===================================================================
--- trunk/src/objects/erik.cpp 2004-10-05 17:30:34 UTC (rev 73)
+++ trunk/src/objects/erik.cpp 2004-10-05 18:34:29 UTC (rev 74)
@@ -16,15 +16,15 @@
jump2(V_JUMP2) {
weapon=Weapon(-1,W_PRESSURE,WS_PRESSURE);
im_left=new Animation(imgcache->loadImage("erik_left.bmp"));
- im_right=new Animation(60,imgcache->loadImage("kuru.bmp"),12,1000);
+ im_right=new Animation(imgcache->loadImage("erik_right.bmp"));
im_run_right=im_right;
im_run_left=im_left;
im_fall_left=im_left;
im_fall_right=im_right;
im_krit_left=im_left;
im_krit_right=im_right;
- im_land_left=new Animation(imgcache->loadImage("olaf_land.bmp"),1,T_IRR,true);
- im_land_right=im_land_left;
+ im_land_left=new Animation(imgcache->loadImage("olaf_land_left.bmp"),1,T_IRR,true);
+ im_land_right=new Animation(imgcache->loadImage("olaf_land_right.bmp"),1,T_IRR,true);
au_jump=sndcache->loadWAV("rboots.wav");
au_hit=sndcache->loadWAV("erikhit.wav");
au_run=NULL;
@@ -33,6 +33,7 @@
delete im_left;
delete im_right;
delete im_land_left;
+ delete im_land_right;
}
void Erik::in_sp1(Sint16 dt) {
Modified: trunk/src/objects/fang.cpp
===================================================================
--- trunk/src/objects/fang.cpp 2004-10-05 17:30:34 UTC (rev 73)
+++ trunk/src/objects/fang.cpp 2004-10-05 18:34:29 UTC (rev 74)
@@ -13,14 +13,14 @@
weapon=Weapon(-1,W_STRIKE);
im_left=new Animation(imgcache->loadImage("olaf_left.bmp"));
im_right=new Animation(imgcache->loadImage("olaf_right.bmp"));
- im_run_right=im_right;
- im_run_left=im_left;
+ im_run_left=new Animation(imgcache->loadImage("olaf-run_left.png"),8,1000);
+ im_run_right=new Animation(imgcache->loadImage("olaf-run_right.png"),8,1000);
im_fall_left=im_left;
im_fall_right=im_right;
im_krit_left=im_left;
im_krit_right=im_right;
- im_land_left=new Animation(imgcache->loadImage("olaf_land.bmp"),1,T_IRR,true);
- im_land_right=im_land_left;
+ im_land_left=new Animation(imgcache->loadImage("olaf_land_left.bmp"),1,T_IRR,true);
+ im_land_right=new Animation(imgcache->loadImage("olaf_land_right.bmp"),1,T_IRR,true);
im_claw_left=new Animation(60,imgcache->loadImage("kuru.bmp"),12,500,true);
im_claw_right=im_claw_left;
au_hit=sndcache->loadWAV("wolfhit.wav");
@@ -30,7 +30,10 @@
Fang::~Fang() {
delete im_left;
delete im_right;
+ delete im_run_left;
+ delete im_run_right;
delete im_land_left;
+ delete im_land_right;
delete im_claw_left;
}
Modified: trunk/src/objects/olaf.cpp
===================================================================
--- trunk/src/objects/olaf.cpp 2004-10-05 17:30:34 UTC (rev 73)
+++ trunk/src/objects/olaf.cpp 2004-10-05 18:34:29 UTC (rev 74)
@@ -13,14 +13,14 @@
fart(V_FART) {
im_left=new Animation(imgcache->loadImage("olaf_left.bmp"));
im_right=new Animation(imgcache->loadImage("olaf_right.bmp"));
- im_run_right=new Animation(imgcache->loadImage("olaf-run.png"),8,1000);
- im_run_left=im_left;
+ im_run_left=new Animation(imgcache->loadImage("olaf-run_left.png"),8,1000);
+ im_run_right=new Animation(imgcache->loadImage("olaf-run_right.png"),8,1000);
im_fall_left=im_left;
im_fall_right=im_right;
im_krit_left=im_left;
im_krit_right=im_right;
- im_land_left=new Animation(imgcache->loadImage("olaf_land.bmp"),1,T_IRR,true);
- im_land_right=im_land_left;
+ im_land_left=new Animation(imgcache->loadImage("olaf_land_left.bmp"),1,T_IRR,true);
+ im_land_right=new Animation(imgcache->loadImage("olaf_land_right.bmp"),1,T_IRR,true);
im_small_left=new Animation(imgcache->loadImage("gun.bmp"),9,1000);
im_small_right=im_small_left;
@@ -41,8 +41,10 @@
Olaf::~Olaf() {
delete im_left;
delete im_right;
+ delete im_run_left;
delete im_run_right;
delete im_land_left;
+ delete im_land_right;
delete im_small_left;
delete im_shield_right;
delete im_shield_left;
Modified: trunk/src/objects/scorch.cpp
===================================================================
--- trunk/src/objects/scorch.cpp 2004-10-05 17:30:34 UTC (rev 73)
+++ trunk/src/objects/scorch.cpp 2004-10-05 18:34:29 UTC (rev 74)
@@ -11,23 +11,27 @@
Player(imagename,xcord,ycord,pname),
left_wings(SCORCH_MAX_WINGS),
wing(V_FLY) {
- im_left=new Animation(imgcache->loadImage("baleog_right.bmp"));
- im_right=im_left;
- im_run_left=im_left;
- im_run_right=im_right;
+ im_left=new Animation(imgcache->loadImage("baleog_left.bmp"));
+ im_right=new Animation(imgcache->loadImage("baleog_right.bmp"));
+ im_run_left=new Animation(imgcache->loadImage("baleog-run_left.png"),8,1000);
+ im_run_right=new Animation(imgcache->loadImage("baleog-run_right.png"),8,1000);
im_fall_left=im_left;
im_fall_right=im_left;
im_krit_left=im_left;
im_krit_right=im_left;
- im_land_left=new Animation(imgcache->loadImage("olaf_land.bmp"),1,T_IRR,true);
- im_land_right=im_land_left;
+ im_land_left=new Animation(imgcache->loadImage("olaf_land_left.bmp"),1,T_IRR,true);
+ im_land_right=new Animation(imgcache->loadImage("olaf_land_right.bmp"),1,T_IRR,true);
au_swing=sndcache->loadWAV("flapwngs.wav");
au_tired=sndcache->loadWAV("flwings.wav");
au_hit=sndcache->loadWAV("draghit.wav");
}
Scorch::~Scorch() {
delete im_left;
+ delete im_right;
+ delete im_run_left;
+ delete im_run_right;
delete im_land_left;
+ delete im_land_right;
}
void Scorch::fall(Uint16 dt) {
More information about the lostpenguins-commits
mailing list