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static void | preloadSequences (const Common::String &prefix, int level) |
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MADSAction * | _action |
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Facing | _facing |
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Facing | _turnToFacing |
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Facing | _prepareWalkFacing |
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int | _xDirection |
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int | _yDirection |
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Facing | _targetFacing |
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bool | _spritesLoaded |
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int | _spritesStart |
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int | _spritesIdx |
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int | _numSprites |
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bool | _stepEnabled |
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bool | _spritesChanged |
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bool | _visible |
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bool | _priorVisible |
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bool | _beenVisible |
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bool | _walkAnywhere |
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int | _frameNumber |
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bool | _loadsFirst |
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bool | _loadedFirst |
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Common::Point | _playerPos |
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Common::Point | _targetPos |
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Common::Point | _posChange |
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Common::Point | _posDiff |
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Common::Point | _prepareWalkPos |
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bool | _moving |
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int | _walkOffScreen |
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int | _walkOffScreenSceneId |
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int | _special |
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int | _ticksAmount |
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uint32 | _priorTimer |
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int | _velocity |
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int | _upcomingTrigger |
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int | _trigger |
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bool | _scalingVelocity |
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bool | _forceRefresh |
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bool | _forcePrefix |
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bool | _needToWalk |
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bool | _readyToWalk |
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bool | _commandsAllowed |
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bool | _enableAtTarget |
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int | _centerOfGravity |
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int | _currentDepth |
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int | _currentScale |
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Common::String | _spritesPrefix |
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int | _walkTrigger |
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TriggerMode | _walkTriggerDest |
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ActionDetails | _walkTriggerAction |
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StopWalkers | _stopWalkers |
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◆ loadSprites()
Load sprites for the player
◆ setFinalFacing()
void MADS::Player::setFinalFacing |
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Called when the player has reached the given destination, start him turning to the specified facing
◆ cancelWalk()
void MADS::Player::cancelWalk |
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◆ cancelCommand()
void MADS::Player::cancelCommand |
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Cancels any outstanding player action
◆ selectSeries()
void MADS::Player::selectSeries |
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Set up control parameters for the current active series (the direction which the player is facing in)
◆ idle()
void MADS::Player::idle |
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Handler method for when the player is not moving
◆ startWalking()
Starts the player walking towards a given point and direction facing
- Parameters
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pos | Destination location |
facing | Direction to face once the destination is reached |
◆ walk()
Used by the game scripst to make the player walk to a given destination. The difference from startWalking is that this contains several extra layers of checking that startWalking bypasses.
◆ newWalk()
void MADS::Player::newWalk |
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If a new walk sequence is pending, and has been okayed by the preparser, start the actual walking
◆ addWalker()
void MADS::Player::addWalker |
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int |
walker, |
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int |
trigger |
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Add a walker to the current queue
◆ releasePlayerSprites()
void MADS::Player::releasePlayerSprites |
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Delete any sprites used by the player
◆ synchronize()
Serialize the data of the player
The documentation for this class was generated from the following file: