Ejemplo n.º 1
0
/*--------------------------------------------------------------------
*                           METHODS
*  --------------------------------------------------------------------*/

/***********************************************************
*
*   Method:
*       mario_type
*
*   Description:
*       Constructor.
*
***********************************************************/

        public mario_type()
        {
            physics = new physics_type();
            physics.hit_box.Width  = 10;
            physics.hit_box.Height = 12;
            sprite_id     = 0;
            status        = mario_status_enum.STILL_R;
            ground_status = char_status_enum.GROUND;
            layer         = (float)layer_enum.MARIO / (float)layer_enum.COUNT;
        } /* mario_type() */
/***********************************************************
*
*   Method:
*       animate_mario_pipe
*
*   Description:
*       Updates mario during a pipe transition.
*
***********************************************************/

        private mario_status_enum animate_mario_pipe()
        {
            mario_status_enum status  = model.level.mario.status;
            physics_type      physics = model.level.mario.physics;

            model.level.mario.layer = (float)layer_enum.BEHIND_PIPE / (float)layer_enum.COUNT;

            switch (model.pipe_status)
            {
            case pipe_status_enum.ENTER:
                if (Animations.frame_count >= (init_frame + 48))
                {
                    init_frame        = Animations.frame_count;
                    model.pipe_status = pipe_status_enum.BLACK;
                    pipe_entered.set_destination(model.level.mario);
                }

                if (pipe_entered.is_vertical)
                {
                    physics.position.y += (1 << 12);

                    if (model.level.mario.facing_right())
                    {
                        status = mario_status_enum.STILL_R;
                    }
                    else
                    {
                        status = mario_status_enum.STILL_L;
                    }
                }
                else
                {
                    if (Animations.frame_count >= (init_frame + 16))
                    {
                        model.level.mario.layer = (float)layer_enum.INVALID / (float)layer_enum.COUNT;
                    }

                    physics.position.x += MarioPhysics.vx_walk_no_ctrl_max;
                    status              = mario_status_enum.WALK_R;
                }
                break;

            case pipe_status_enum.BLACK:
                if (Animations.frame_count >= (init_frame + 24))
                {
                    if (pipe_entered.link_is_pipe())
                    {
                        model.level.mario.physics.position.y += (32 << 12);
                        init_frame        = Animations.frame_count;
                        model.pipe_status = pipe_status_enum.EXIT;
                    }
                    else
                    {
                        model.level.mario.ground_status = char_status_enum.AIR;
                        model.level.mario.layer         = (float)layer_enum.MARIO / (float)layer_enum.COUNT;
                        model.game_status = game_status_enum.gameplay;
                    }
                }
                break;

            case pipe_status_enum.EXIT:
                if (Animations.frame_count >= (init_frame + 92))
                {
                    model.game_status       = game_status_enum.gameplay;
                    model.level.mario.layer = (float)layer_enum.MARIO / (float)layer_enum.COUNT;
                }
                if (Animations.frame_count >= (init_frame + 60))
                {
                    model.level.mario.physics.position.y -= (1 << 12);
                }

                status = mario_status_enum.STILL_R;
                break;
            }


            return(status);
        }
        } /* update_mario() */

/***********************************************************
*
*   Method:
*       update_mario_level_complete
*
*   Description:
*       Updates mario after level is complete.
*
***********************************************************/

        private mario_status_enum update_mario_level_complete()
        {
            mario_status_enum status  = model.level.mario.status;
            physics_type      physics = model.level.mario.physics;

//set status to falling when we hit the pole, then make a check if falling here

            switch (status)
            {
            case mario_status_enum.FALL_L:
                status = mario_status_enum.FALL_R;
                break;

            case mario_status_enum.JUMP_L:
                status = mario_status_enum.JUMP_R;
                break;

            case mario_status_enum.FALL_R:
            case mario_status_enum.JUMP_R:
                /*----------------------------------------------------------
                *  Let mario fall till the top of the pole, then start descent
                *  ----------------------------------------------------------*/
                if (((physics.position.y + physics.hit_box.Height - (8 << 12)) >> 16) >= ((model.level.map.flag_loc.Top) >> 4))
                {
                    status = mario_status_enum.POLE_R;
                }
                else
                {
                    update_mario_falling(physics);
                    physics.position.y += physics.velocity.y;
                    physics.position.x  = (model.level.map.flag_loc.X - physics.hit_box.Width + 6) << 12;
                }
                break;

            case mario_status_enum.POLE_R:
            case mario_status_enum.POLE_BOTTOM_R:
                Boolean mario_bottom = (physics.position.y >> 12) + physics.hit_box.Height >= model.level.map.flag_loc.Bottom;
                Boolean flag_bottom  = (model.level.map.flag.y + model.level.map.flag.height + 4) >= model.level.map.flag_loc.Bottom;

                /*----------------------------------------------------------
                *  Slide down pole
                *  ----------------------------------------------------------*/
                physics.position.x = (model.level.map.flag_loc.X - physics.hit_box.Width + 6) << 12;

                if (!mario_bottom)
                {
                    physics.position.y += MarioPhysics.vy_desc_vine;
                }
                else
                {
                    status = mario_status_enum.POLE_BOTTOM_R;
                }
                if (!flag_bottom)
                {
                    model.level.map.flag.y += (MarioPhysics.vy_desc_vine >> 12);
                }

                /*----------------------------------------------------------
                *  Switch pole sides once mario hits the bottom
                *  ----------------------------------------------------------*/
                if (mario_bottom && flag_bottom)
                {
                    physics.position.y  = (model.level.map.flag_loc.Bottom - physics.hit_box.Height) << 12;
                    physics.position.x += ((2 + physics.hit_box.Width) << 12);
                    status              = mario_status_enum.POLE_L;
                    init_frame_pole_l   = Animations.frame_count;
                }
                break;

            case mario_status_enum.POLE_L:
                if (Animations.frame_count >= (init_frame_pole_l + 30))
                {
                    status            = mario_status_enum.WALK_CTRL_L;
                    init_frame_pole_l = Animations.frame_count;
                }
                break;

            case mario_status_enum.WALK_CTRL_L:
                if (Animations.frame_count >= (init_frame_pole_l + 8))
                {
                    status = mario_status_enum.WALK_CTRL_R;
                }
                else if (Animations.frame_count >= (init_frame_pole_l + 4))
                {
                    physics.position.x += (2 << 12);
                    physics.position.y += ((Animations.frame_count - init_frame_pole_l - 4) << 12);
                }
                else
                {
                    physics.position.x += (2 << 12);
                }
                break;

            case mario_status_enum.WALK_CTRL_R:
                physics.position.y  = (model.level.map.flag_loc.Bottom - physics.hit_box.Height + 17) << 12;
                physics.position.x += MarioPhysics.vx_walk_no_ctrl_max;
                ViewDims.move_view_location(MarioPhysics.vx_walk_no_ctrl_max);

                if (physics.position.x >= model.level.map.exit_loc_x)
                {
                    status            = mario_status_enum.STILL_R;
                    model.game_status = game_status_enum.level_score;
                }
                break;

            default:
                status = mario_status_enum.POLE_R;
                break;
            }

            return(status);
        }
        } /* update() */

/***********************************************************
*
*   Method:
*       update_mario
*
*   Description:
*       Updates mario during game play.
*
***********************************************************/

        private mario_status_enum update_mario()
        {
            physics_type      physics  = model.level.mario.physics;
            char_status_enum  location = model.level.mario.ground_status;
            mario_status_enum status   = model.level.mario.status;

/*----------------------------------------------------------
*  Update mario Y location on jump
*  ----------------------------------------------------------*/
            if (location == char_status_enum.GROUND && KeyBinding.A_BTN_pressed)
            {
                if (model.level.mario.facing_right())
                {
                    status = mario_status_enum.JUMP_R;
                }
                else
                {
                    status = mario_status_enum.JUMP_L;
                }

                physics.init_velocity.x = physics.velocity.x;
                physics.init_velocity.y = physics.velocity.y;

                if (KeyBinding.B_BTN_pressed)
                {
                    physics.init_velocity.x++;
                }

                v_idx = 0;
                if (physics.velocity.x >= MarioPhysics.vy_j_thresh1)
                {
                    v_idx++;
                }
                if (physics.velocity.x >= MarioPhysics.vy_j_thresh2)
                {
                    v_idx++;
                }

                physics.acceleration.y = MarioPhysics.ay_j_a[v_idx];
                physics.velocity.y     = MarioPhysics.vy_j_init[v_idx];
            }

/*----------------------------------------------------------
*  Update mario Y location on fall
*  ----------------------------------------------------------*/
            else if (prev_location == char_status_enum.GROUND &&
                     location == char_status_enum.AIR &&
                     physics.velocity.y == 0)
            {
                if (model.level.mario.facing_right())
                {
                    status = mario_status_enum.FALL_R;
                }
                else
                {
                    status = mario_status_enum.FALL_L;
                }

                physics.init_velocity.x = physics.velocity.x;
                physics.init_velocity.y = physics.velocity.y;

                if (KeyBinding.B_BTN_pressed)
                {
                    physics.init_velocity.x++;
                }

                v_idx = 0;
                if (physics.velocity.x >= MarioPhysics.vy_j_thresh1)
                {
                    v_idx++;
                }
                if (physics.velocity.x >= MarioPhysics.vy_j_thresh2)
                {
                    v_idx++;
                }

                physics.acceleration.y = MarioPhysics.ay_j_f[v_idx];
                physics.velocity.y    += physics.acceleration.y;
            }

/*----------------------------------------------------------
*  Update mario Y location in air
*  ----------------------------------------------------------*/
            else if (location == char_status_enum.AIR)
            {
                update_mario_falling(physics);
            }

/*----------------------------------------------------------
*  Update mario Y location on ground
*  ----------------------------------------------------------*/
            else
            {
                physics.acceleration.y = 0;
                physics.velocity.y     = 0;

                /*----------------------------------------------------------
                *  Skidding left
                *  ----------------------------------------------------------*/
                if ((KeyBinding.D_RIGHT_pressed) &&
                    (physics.velocity.x < -1 * MarioPhysics.vx_skid_thresh) &&
                    (location == char_status_enum.GROUND))
                {
                    physics.acceleration.x = MarioPhysics.ax_skid;
                    physics.velocity.x    += physics.acceleration.x;
                    status = mario_status_enum.SKID_R;
                }

                /*----------------------------------------------------------
                *  Skidding right
                *  ----------------------------------------------------------*/
                else if ((KeyBinding.D_LEFT_pressed) &&
                         (physics.velocity.x > MarioPhysics.vx_skid_thresh) &&
                         (location == char_status_enum.GROUND))
                {
                    physics.acceleration.x = -1 * MarioPhysics.ax_skid;
                    physics.velocity.x    += physics.acceleration.x;
                    status = mario_status_enum.SKID_L;
                }

                /*----------------------------------------------------------
                *  Running right
                *  ----------------------------------------------------------*/
                else if (KeyBinding.D_RIGHT_pressed &&
                         KeyBinding.B_BTN_pressed &&
                         (location == char_status_enum.GROUND))
                {
                    if (physics.velocity.x < 0)
                    {
                        physics.velocity.x = 0;
                    }

                    if (physics.velocity.x <= MarioPhysics.vx_walk_max)
                    {
                        status = mario_status_enum.WALK_R;
                    }
                    else
                    {
                        status = mario_status_enum.RUN_R;
                    }

                    physics.acceleration.x = MarioPhysics.ax_run;
                    physics.velocity.x    += physics.acceleration.x;

                    if (physics.velocity.x > MarioPhysics.vx_run_max)
                    {
                        physics.velocity.x = MarioPhysics.vx_run_max;
                    }

                    if (physics.velocity.x < MarioPhysics.vx_walk_min)
                    {
                        physics.velocity.x = MarioPhysics.vx_walk_min;
                    }
                }

                /*----------------------------------------------------------
                *  Running left
                *  ----------------------------------------------------------*/
                else if (KeyBinding.D_LEFT_pressed &&
                         KeyBinding.B_BTN_pressed &&
                         (location == char_status_enum.GROUND))
                {
                    if (physics.velocity.x > 0)
                    {
                        physics.velocity.x = 0;
                    }

                    if (physics.velocity.x >= -1 * MarioPhysics.vx_walk_max)
                    {
                        status = mario_status_enum.WALK_L;
                    }
                    else
                    {
                        status = mario_status_enum.RUN_L;
                    }

                    physics.acceleration.x = -1 * MarioPhysics.ax_run;
                    physics.velocity.x    += physics.acceleration.x;

                    if (physics.velocity.x < -1 * MarioPhysics.vx_run_max)
                    {
                        physics.velocity.x = -1 * MarioPhysics.vx_run_max;
                    }

                    if (physics.velocity.x > -1 * MarioPhysics.vx_walk_min)
                    {
                        physics.velocity.x = -1 * MarioPhysics.vx_walk_min;
                    }
                }

                /*----------------------------------------------------------
                *  Walking right
                *  ----------------------------------------------------------*/
                else if (KeyBinding.D_RIGHT_pressed &&
                         !KeyBinding.B_BTN_pressed &&
                         (location == char_status_enum.GROUND))
                {
                    status = mario_status_enum.WALK_R;

                    physics.acceleration.x = MarioPhysics.ax_walk;
                    physics.velocity.x    += physics.acceleration.x;

                    if (physics.velocity.x > MarioPhysics.vx_walk_max)
                    {
                        physics.velocity.x = MarioPhysics.vx_walk_max;
                    }

                    if (physics.velocity.x < MarioPhysics.vx_walk_min)
                    {
                        physics.velocity.x = MarioPhysics.vx_walk_min;
                    }
                }

                /*----------------------------------------------------------
                *  Walking left
                *  ----------------------------------------------------------*/
                else if (KeyBinding.D_LEFT_pressed &&
                         !KeyBinding.B_BTN_pressed &&
                         (location == char_status_enum.GROUND))
                {
                    status = mario_status_enum.WALK_L;

                    physics.acceleration.x = -1 * MarioPhysics.ax_walk;
                    physics.velocity.x    += physics.acceleration.x;

                    if (physics.velocity.x < -1 * MarioPhysics.vx_walk_max)
                    {
                        physics.velocity.x = -1 * MarioPhysics.vx_walk_max;
                    }

                    if (physics.velocity.x > -1 * MarioPhysics.vx_walk_min)
                    {
                        physics.velocity.x = -1 * MarioPhysics.vx_walk_min;
                    }
                }

                /*----------------------------------------------------------
                *  Sliding right
                *  ----------------------------------------------------------*/
                else if ((physics.velocity.x > MarioPhysics.vx_walk_min) &&
                         (location == char_status_enum.GROUND))
                {
                    physics.acceleration.x = -1 * MarioPhysics.ax_release;
                    physics.velocity.x    += physics.acceleration.x;

                    if (model.level.mario.facing_right())
                    {
                        status = mario_status_enum.STILL_R;
                    }
                    else
                    {
                        status = mario_status_enum.STILL_L;
                    }
                }

                /*----------------------------------------------------------
                *  Sliding left
                *  ----------------------------------------------------------*/
                else if ((physics.velocity.x < -1 * MarioPhysics.vx_walk_min) &&
                         (location == char_status_enum.GROUND))
                {
                    physics.acceleration.x = MarioPhysics.ax_release;
                    physics.velocity.x    += physics.acceleration.x;

                    if (model.level.mario.facing_right())
                    {
                        status = mario_status_enum.STILL_R;
                    }
                    else
                    {
                        status = mario_status_enum.STILL_L;
                    }
                }

                /*----------------------------------------------------------
                *  Standing still
                *  ----------------------------------------------------------*/
                else if (location == char_status_enum.GROUND)
                {
                    physics.acceleration.x = 0;
                    physics.velocity.x     = 0;

                    if (model.level.mario.facing_right())
                    {
                        status = mario_status_enum.STILL_R;
                    }
                    else
                    {
                        status = mario_status_enum.STILL_L;
                    }
                }
            }

/*----------------------------------------------------------
*  Handle all collisions
*  ----------------------------------------------------------*/
            int x_pixel = ((physics.position.x + physics.velocity.x) >> 12) + physics.hit_box.Width;

            if (((model.level.map.flag_loc.X + 6) <= x_pixel) &&
                ((x_pixel >> 4) < model.level.map.tier_widths[0]))
            {
                model.game_status = game_status_enum.level_complete;
            }
            if (physics.position.y + physics.velocity.y < 0)
            {
                physics.position += physics.velocity;
            }
            else
            {
                update_hit_box(model.level.mario);
            }

/*----------------------------------------------------------
*  Check for entering a vertical pipe
*  ----------------------------------------------------------*/
            if ((KeyBinding.D_DOWN_pressed) &&
                (model.level.mario.ground_status == char_status_enum.GROUND))
            {
                pipe_type p = on_pipe();

                if (null != p)
                {
                    int x = model.level.mario.physics.position.x >> 16;
                    int y = ((model.level.mario.physics.position.y >> 12) + model.level.mario.physics.hit_box.Height) >> 4;

                    if (p.is_linked(model.level.mario.physics.position.x, y << 16))
                    {
                        model.game_status = game_status_enum.pipe_transition;
                        pipe_entered      = p;
                        init_frame        = Animations.frame_count;
                        model.pipe_status = pipe_status_enum.ENTER;
                    }
                }
            }

/*----------------------------------------------------------
*  Never scroll screen left
*  ----------------------------------------------------------*/
            if (physics.position.x < ViewDims.view.X)
            {
                physics.position.x     = ViewDims.view.X;
                physics.acceleration.x = 0;
                physics.velocity.x     = 0;
            }

            return(status);
        } /* update_mario() */