Enumerations | |
| enum | { MODE_NORMAL = 0, MODE_JUMPING } |
| Hero movement modes. | |
| enum | EJump { JUMP_NORMAL, JUMP_POWERBOOTS } |
| Jump modes. | |
Functions | |
| void | HeroSetJumpMode (EJump eJump) |
| Set hero's current jump mode (i.e. normal height jump, or higher jump with powerboots). | |
| void | HeroStartJump () |
| Start hero jump. | |
| void | HeroCancelJump () |
| Cancel an in-progress jump (e.g. if hero gets hurt). | |
| void | HeroUpdateJump () |
| Update one frame of hero's jump. | |
| void | HeroUpdate () |
| void | HeroFreeze (int n) |
| "Freeze" hero's movement for next n frames (e.g. if teleporting or exit activated). | |
| void | HeroUnfreeze () |
| Unfreeze hero's movement. | |
| bool | HeroIsFrozen () |
| Test if hero is currently frozen. | |
| void | HeroReset () |
| Reset hero state on start of level. | |
| void | relocate_hero (int xnew, int ynew) |
| Set the hero's position in level block coordinates. | |
| int | move_hero (int xdiff, int ydiff, bool bChangeLookDirection=true) |
| Attempt to move the hero. | |
Variables | |
| int | hero_mode |
| Hero movement mode. | |
| int | nHurtCounter |
| When hero is hurt, this is set to a positive "framecount" that counts down. Can't get hurt again until it reaches 0. | |
| int | x |
| Hero's absolute x position, in level block coordinates. | |
| int | y |
| Hero's absolute y position, in level block coordinates. | |
| int | x_small |
| x_small == 0 ? hero at x : hero at x + 8 pixels. | |
| int | xo |
| xo,yo = top-left corner of view for scrolling. | |
| int | hero_picoffs |
| hero animation image index offset. | |
| int | hero_dir |
| hero direction, left==0, right==1. | |
| int | yo |
| xo,yo = top-left corner of view for scrolling. | |
| int | xo_small |
| View offset by 8 pixels? | |
| int | foocount |
| Some sort of disgusting hack that must be fixed (fixme). | |
License: GNU GPL Version 2 (*not* "later versions")
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http://www.scorpioncity.com/djgame.html Copyright (C) David Joffe. Generated: 23 Sep 2001 |