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GOB: Add a controlable Oko to Geisha's Diving minigame
Still missing: - Air, constantly decreasing, fill up with breathing - Health, decreases by collision with evil fish - Death, when health == 0 - Picking up pearls
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/* ScummVM - Graphic Adventure Engine | ||
* | ||
* ScummVM is the legal property of its developers, whose names | ||
* are too numerous to list here. Please refer to the COPYRIGHT | ||
* file distributed with this source distribution. | ||
* | ||
* This program is free software; you can redistribute it and/or | ||
* modify it under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation; either version 2 | ||
* of the License, or (at your option) any later version. | ||
* This program is distributed in the hope that it will be useful, | ||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
* GNU General Public License for more details. | ||
* You should have received a copy of the GNU General Public License | ||
* along with this program; if not, write to the Free Software | ||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | ||
* | ||
*/ | ||
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#include "gob/minigames/geisha/oko.h" | ||
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namespace Gob { | ||
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namespace Geisha { | ||
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enum kOkoAnimation { | ||
kOkoAnimationEnter = 0, | ||
kOkoAnimationSwim = 1, | ||
kOkoAnimationSink = 8, | ||
kOkoAnimationRaise = 7, | ||
kOkoAnimationBreathe = 2 | ||
}; | ||
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static const int16 kOkoPositionX = 110; | ||
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static const uint kLevelCount = 3; | ||
static const int16 kLevelPositionX[kLevelCount] = { 44, 84, 124 }; | ||
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Oko::Oko(const ANIFile &ani) : ANIObject(ani), _state(kStateEnter), _level(0) { | ||
setAnimation(kOkoAnimationEnter); | ||
setVisible(true); | ||
} | ||
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Oko::~Oko() { | ||
} | ||
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void Oko::advance() { | ||
bool wasLastFrame = lastFrame(); | ||
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ANIObject::advance(); | ||
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switch (_state) { | ||
case kStateEnter: | ||
if (wasLastFrame) { | ||
setAnimation(kOkoAnimationSwim); | ||
setPosition(kOkoPositionX, kLevelPositionX[_level]); | ||
_state = kStateSwim; | ||
} | ||
break; | ||
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case kStateSink: | ||
case kStateRaise: | ||
case kStateBreathe: | ||
if (wasLastFrame) { | ||
setAnimation(kOkoAnimationSwim); | ||
setPosition(kOkoPositionX, kLevelPositionX[_level]); | ||
_state = kStateSwim; | ||
} | ||
break; | ||
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default: | ||
break; | ||
} | ||
} | ||
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void Oko::sink() { | ||
if (_state != kStateSwim) | ||
return; | ||
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if (_level >= (kLevelCount - 1)) | ||
return; | ||
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setAnimation(kOkoAnimationSink); | ||
setPosition(kOkoPositionX, kLevelPositionX[_level]); | ||
_state = kStateSink; | ||
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_level++; | ||
} | ||
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void Oko::raise() { | ||
if (_state != kStateSwim) | ||
return; | ||
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if (_level == 0) { | ||
setAnimation(kOkoAnimationBreathe); | ||
_state = kStateBreathe; | ||
return; | ||
} | ||
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setAnimation(kOkoAnimationRaise); | ||
setPosition(kOkoPositionX, kLevelPositionX[_level]); | ||
_state = kStateSink; | ||
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_level--; | ||
} | ||
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Oko::State Oko::getState() const { | ||
return _state; | ||
} | ||
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} // End of namespace Geisha | ||
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} // End of namespace Gob |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,66 @@ | ||
/* ScummVM - Graphic Adventure Engine | ||
* | ||
* ScummVM is the legal property of its developers, whose names | ||
* are too numerous to list here. Please refer to the COPYRIGHT | ||
* file distributed with this source distribution. | ||
* | ||
* This program is free software; you can redistribute it and/or | ||
* modify it under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation; either version 2 | ||
* of the License, or (at your option) any later version. | ||
* This program is distributed in the hope that it will be useful, | ||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
* GNU General Public License for more details. | ||
* You should have received a copy of the GNU General Public License | ||
* along with this program; if not, write to the Free Software | ||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | ||
* | ||
*/ | ||
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#ifndef GOB_MINIGAMES_GEISHA_OKO_H | ||
#define GOB_MINIGAMES_GEISHA_OKO_H | ||
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#include "gob/aniobject.h" | ||
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namespace Gob { | ||
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namespace Geisha { | ||
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/** Oko, the person you control, in Geisha's "Diving" minigame. */ | ||
class Oko : public ANIObject { | ||
public: | ||
enum State { | ||
kStateEnter, | ||
kStateSwim, | ||
kStateSink, | ||
kStateRaise, | ||
kStateBreathe | ||
}; | ||
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Oko(const ANIFile &ani); | ||
~Oko(); | ||
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/** Advance the animation to the next frame. */ | ||
void advance(); | ||
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/** Oko should sink a level. */ | ||
void sink(); | ||
/** Oko should raise a level. */ | ||
void raise(); | ||
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State getState() const; | ||
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private: | ||
State _state; | ||
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uint8 _level; | ||
}; | ||
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} // End of namespace Geisha | ||
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} // End of namespace Gob | ||
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#endif // GOB_MINIGAMES_GEISHA_OKO_H |
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