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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.
Re: Pingu stuck and collision code, Gervase Lam, 2002/09/19