diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/common.cpp | 2 | ||||
-rw-r--r-- | src/entities.cpp | 40 | ||||
-rw-r--r-- | src/ui.cpp | 3 |
3 files changed, 39 insertions, 6 deletions
diff --git a/src/common.cpp b/src/common.cpp index 124d999..62dc6af 100644 --- a/src/common.cpp +++ b/src/common.cpp @@ -19,7 +19,7 @@ GLuint loadTexture(const char *fileName){ SDL_Surface *image = IMG_Load(fileName); //SDL_DisplayFormatAlpha(image); - + unsigned object(0); glGenTextures(1, &object); diff --git a/src/entities.cpp b/src/entities.cpp index 46d445b..0ca2284 100644 --- a/src/entities.cpp +++ b/src/entities.cpp @@ -42,7 +42,33 @@ void Entity::draw(void){ //draws the entities glMatrixMode(GL_TEXTURE); glLoadIdentity(); glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D,texture); + if(type == PLAYERT){ + static int texState = 0; + static bool up = true; + if(loops % (int)((float)5 / (float)speed) == 0){ + if(up){ + texState+=1; + if(texState==2)up=false; + }else if(!up){ + texState-=1; + if(texState==0)up=true; + } + }if(vel.x != 0){ + switch(texState){ + case 0: + glBindTexture(GL_TEXTURE_2D,texture[1]); + break; + case 1: + glBindTexture(GL_TEXTURE_2D,texture[0]); + break; + case 2: + glBindTexture(GL_TEXTURE_2D,texture[2]); + break; + } + }else glBindTexture(GL_TEXTURE_2D,texture[0]); + }else{ + glBindTexture(GL_TEXTURE_2D,texture[0]); + } glBegin(GL_QUADS); glTexCoord2i(0,1);glVertex2i(loc.x, loc.y); glTexCoord2i(1,1);glVertex2i(loc.x + width, loc.y); @@ -111,7 +137,9 @@ Player::Player(){ //sets all of the player specific traits on object creation alive = true; ground = false; near = true; - texture = loadTexture("assets/player.png"); + texture[0] = loadTexture("assets/player.png"); + texture[1] = loadTexture("assets/player1.png"); + texture[2] = loadTexture("assets/player2.png"); inv = new Inventory(PLAYER_INV_SIZE); } @@ -128,7 +156,9 @@ NPC::NPC(){ //sets all of the NPC specific traits on object creation alive = true; canMove = true; near = false; - texture = loadTexture("assets/NPC.png"); + texture[0] = loadTexture("assets/NPC.png"); + texture[1] = 0; + texture[2] = 0; inv = new Inventory(NPC_INV_SIZE); } @@ -152,7 +182,9 @@ Structures::Structures(){ //sets the structure type speed = 0; alive = true; near = false; - texture = loadTexture("assets/house1.png"); + texture[0] = loadTexture("assets/house1.png"); + texture[1] = 0; + texture[2] = 0; } unsigned int Structures::spawn(_TYPE t, float x, float y){ //spawns a structure based off of type and coords @@ -214,6 +214,7 @@ namespace ui { if(SDL_KEY==SDLK_i)currentWorld=currentWorld->goWorldBack(player); // Go back a layer if possible if(SDL_KEY==SDLK_k)currentWorld=currentWorld->goWorldFront(player); // Go forward a layer if possible if(SDL_KEY==SDLK_LSHIFT)player->speed = 3; // Sprint + if(SDL_KEY==SDLK_LCTRL)player->speed = .5; } if(SDL_KEY==SDLK_F3)debug^=true; break; @@ -225,7 +226,7 @@ namespace ui { if(SDL_KEY==SDLK_d){right=false;} if(!left&&!right)player->vel.x=0; if(SDL_KEY==SDLK_LSHIFT)player->speed = 1; - + if(SDL_KEY==SDLK_LCTRL)player->speed = 1; break; default: break; |