Game Development Reference
In-Depth Information
case DIR_DOWN:
if (dir == DIR_UP) this .y -= MOVE_SPAN;
else this .y += MOVE_SPAN;
//Detects collision
if (gv.checkCollision()){
this .x = TILE_SIZE* this .col;
this .y
=
TILE_SIZE* this .row+TILE_SIZE-
SPRITE_HEIGHT;
ret = false ;
}
else {
this .row = ( this .y+SPRITE_HEIGHT-SPRITE_WIDTH/2)/
TILE_SIZE;
}
break ;
case DIR_LEFT:
case DIR_RIGHT:
if (dir == DIR_LEFT) this .x -= MOVE_SPAN;
else this .x += MOVE_SPAN;
//Detects collision
if (gv.checkCollision()){
this .x = TILE_SIZE* this .col;
this .y
=
TILE_SIZE* this .row+TILE_SIZE-
SPRITE_HEIGHT;
ret = false ;
}
else {
this .col = ( this .x+SPRITE_WIDTH/2)/TILE_SIZE;
}
break ;
default :
break ;
}
//Sets the current direction and animation segment.
this .direction = dir;
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