Help with controls

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1 comment, last by coolkehon 14 years, 8 months ago
i'm trying to get the controls working and i can't figure it out so while i try to figure it out i would like the help from those here. My character moves in an isometric world that isn't really isometric. I draw the image to the screen then setup bounds based on points and if it is inside of those bounds then it can move. I'm having problems getting the isometric controls right here is what i have so far.

void OverWorldCharacter::controlCallback(PadControls controls)
{
	Location next = loc;
//	if(controls.right() && controls.up())
//	{
//		if(room->is_walkable(Location(next.x+speed.x,next.y-speed.y)))
//		{
//			next.x += speed.x;
//			next.y -= speed.y;
//		}
//	}
//	else if(controls.right() && controls.down())
//	{
//		if(room->is_walkable(Location(next.x+speed.x,next.y+speed.y)))
//		{
//			next.x += speed.x;
//			next.y += speed.y;
//		}
//	}
//	else if(controls.left() && controls.up())
//	{
//		if(room->is_walkable(Location(next.x-speed.x,next.y-speed.y)))
//		{
//			next.x -= speed.x;
//			next.y -= speed.y;
//		}
//	}
//	else if(controls.left() && controls.down())
//	{
//		if(room->is_walkable(Location(next.x-speed.x,next.y+speed.y)))
//		{
//			next.x -= speed.x;
//			next.y += speed.y;
//		}
//	}
	
	u8 pdirect = direction;
	if(controls.right())
	{
		if(room->is_walkable(Location(next.x+speed.x,next.y)))
			next.x += speed.x;
		else if(room->is_walkable(Location(next.x+speed.x,next.y-speed.y)))
			next = Location(next.x+speed.x,next.y-speed.y);
		else if(room->is_walkable(Location(next.x+speed.x,next.y+speed.y)))
			next = Location(next.x+speed.x,next.y+speed.y);
		direction |= EAST;
//		standing_direction  = standing_direction & ~EAST;
		standing_direction = 0;
	}
	if(controls.left())
	{
		if(room->is_walkable(Location(next.x-speed.x,next.y)))
			next.x -= speed.x;
		else if(room->is_walkable(Location(next.x-speed.x,next.y+speed.y)))
			next = Location(next.x-speed.x,next.y+speed.y);
		else if(room->is_walkable(Location(next.x-speed.x,next.y-speed.y)))
				next = Location(next.x-speed.x,next.y-speed.y);
		direction |= WEST;
//		standing_direction  = standing_direction & ~WEST;
		standing_direction = 0;
	}
	if(controls.down())
	{
		if(room->is_walkable(Location(next.x,next.y+speed.y)))
			next.y += speed.y;
		else if(room->is_walkable(Location(next.x+speed.x,next.y+speed.y)))
			next = Location(next.x+speed.x,next.y+speed.y);
		else if(room->is_walkable(Location(next.x-speed.x,next.y+speed.y)))
			next = Location(next.x-speed.x,next.y+speed.y);
		direction |= SOUTH;
//		standing_direction  = standing_direction & ~SOUTH;
		standing_direction = 0;
	}
	if(controls.up())
	{
		if(room->is_walkable(Location(next.x,next.y-speed.y)))
			next.y -=speed.y;
		else if(room->is_walkable(Location(next.x-speed.x,next.y-speed.y)))
			next = Location(next.x-speed.x,next.y-speed.y);
		else if(room->is_walkable(Location(next.x+speed.x,next.y-speed.y)))
			next = Location(next.x+speed.x,next.y-speed.y);
		direction |= NORTH;
//		standing_direction = standing_direction & ~NORTH;
		standing_direction = 0;
	}
	
	if(next.x != loc.x || next.y != loc.y)
	{
		loc = next;
//		room->moveTo((480.0f/2.0f)-lan_loc.x,(272.0f/2.0f)-lan_loc.y);
		room->moveTo(240.0f-loc.x,136-loc.y);
	}
	
//	if(controls.pressed() & PSP_CTRL_UP)
//		direction |= NORTH;
//	if(controls.pressed() & PSP_CTRL_DOWN)
//		direction |= SOUTH;
//	if(controls.pressed() & PSP_CTRL_RIGHT)
//		direction |= EAST;
//	if(controls.pressed() & PSP_CTRL_LEFT)
//		direction |= WEST;
	
	if(controls.released() & PSP_CTRL_UP)
	{
		direction = direction & ~NORTH;
		standing_direction |= NORTH;
	}
	if(controls.released() & PSP_CTRL_DOWN)
	{
		direction = direction & ~SOUTH;
		standing_direction |= SOUTH;
	}
	if(controls.released() & PSP_CTRL_RIGHT)
	{
		direction = direction & ~EAST;
		standing_direction |= EAST;
	}
	if(controls.released() & PSP_CTRL_LEFT)
	{
		direction = direction & ~WEST;
		standing_direction |= WEST;
	}
	
	if(sprite == NULL) return;
	if(pdirect != direction)
	{
		pdirect = direction;
		if(direction & NORTHEAST)
		{
			
		}
		else if(direction & NORTHWEST)
		{
			
		}
		else if(direction & SOUTHEAST)
		{
			
		}
		else if(direction & SOUTHWEST)
		{
			
		}
		else
		{
			sprite->stopAnim();
			if(standing_direction & EAST)
				sprite->setFrame(2,0);
			else if(standing_direction & NORTH)
				sprite->setFrame(0,0);
			else if(standing_direction & SOUTH)
				sprite->setFrame(4,0);
		}
	}
//Updates sprite
	sprite->update();
}

[Edited by - coolkehon on August 16, 2009 9:14:51 AM]
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Could you edit your post and enclose the code in [source] tags? That'll make it easier to read.
i figured it out. but what about when it goes on a wall. i want it to slide down the wall if it can't go any further but the insidepolygon function doesnt work with this to well

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