Include flags for monsters and players to indicate if they are on the upper level or lower level.

This commit is contained in:
sigonasr2, Sig, Sigo 2023-07-06 20:25:55 +00:00
parent 7e5eb2335d
commit 4f6ac393ed
3 changed files with 2 additions and 1 deletions

View File

@ -1003,7 +1003,6 @@ MapName Crawler::GetCurrentLevel(){
int main() int main()
{ {
std::cout<<std::endl<<"============"<<std::endl;
Crawler demo; Crawler demo;
if (demo.Construct(WINDOW_SIZE.x, WINDOW_SIZE.y, 4, 4)) if (demo.Construct(WINDOW_SIZE.x, WINDOW_SIZE.y, 4, 4))
demo.Start(); demo.Start();

View File

@ -79,6 +79,7 @@ struct Monster{
AnimationState GetDeathAnimationName(); AnimationState GetDeathAnimationName();
bool hasHitPlayer=false; bool hasHitPlayer=false;
bool canMove=true; //Set to false when stuck due to collisions. bool canMove=true; //Set to false when stuck due to collisions.
bool upperLevel=false;
protected: protected:
public: public:
Monster()=delete; Monster()=delete;

View File

@ -50,6 +50,7 @@ struct Player{
Animate2D::AnimationState internal_animState; Animate2D::AnimationState internal_animState;
Key lastReleasedMovementKey; Key lastReleasedMovementKey;
Key facingDirection; Key facingDirection;
bool upperLevel=false;
void AddAnimation(AnimationState state); void AddAnimation(AnimationState state);
void Update(float fElapsedTime); void Update(float fElapsedTime);
void SetSwordSwingTimer(float val); void SetSwordSwingTimer(float val);