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) {




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