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Re: Pingu stuck and collision code


From: Gervase Lam
Subject: Re: Pingu stuck and collision code
Date: Mon, 16 Sep 2002 01:08:15 +0100

On Sunday 15 September 2002 11:33 am, you wrote:
> > What about a common walk code in PinguAction that gets called from
> > every action after they did performed specific modifications to
> > their surrounding if any. This means that a walker would just call

This was sort of my initial idea except that, for the time being, it would 
only be just for Bridgers.  My idea was to "move" Walker::Update() to 
PinguAction::WalkerUpdate() (or possibly a better name) and make 
Walker::Update() call Walker::WalkerUpdate().

When a Bridger is in walk mode, an "update" is done by calling 
WalkerUpdate().  As long as the Pingu reaches +4,+2 within so many calls 
of Update(), the Bridger would then go into bridging mode.  This does 
count on there being enough frames of animation of the Bridger walking 
from (+0,+0) to (+4,+2).

One thing I probably need to investigate if I were to do this, is what 
implications there are with PinguAction::WalkerUpdate() (previously 
Walker::Update()) calling set_action() to set a Pingu to a drowner or 
faller.  I think it should be OK as what would happen would be that the 
Bridger that was in walk mode would be forced out of being a Bridger by 
the set_action().  I think I might just code it and see what happens.

Thanks,
Gervase.




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