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

pull/28/head
parent 005c49aa04
commit aa56b4a428
  1. 1
      Crawler/Crawler.cpp
  2. 1
      Crawler/Monster.h
  3. 1
      Crawler/Player.h

@ -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();

@ -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;

@ -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);

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