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authorBertram <bertram@cegetel.net>2009-10-22 01:18:41 +0200
committerBertram <bertram@cegetel.net>2009-10-22 01:18:41 +0200
commit4720134d58cd5fe0846ed911b360ed75641cb874 (patch)
tree3ac3292f26a30971f424bdbd794f4daf3159adfe
parentc36ab53b35e336e21fce5943d7d609ea02f8cea9 (diff)
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Fix flipping player's direction when using keyboard to walk diagonally.
-rw-r--r--src/being.cpp8
-rw-r--r--src/localplayer.cpp4
-rw-r--r--src/localplayer.h6
3 files changed, 14 insertions, 4 deletions
diff --git a/src/being.cpp b/src/being.cpp
index d133225f..69e01dba 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -575,7 +575,13 @@ void Being::logic()
// Update the player sprite direction
int direction = 0;
const float dx = std::abs(dir.x);
- const float dy = std::abs(dir.y);
+ float dy = std::abs(dir.y);
+
+ // When not using mouse for the player, we slightly prefer
+ // UP and DOWN position, especially when walking diagonally.
+ if (this == player_node && !player_node->isPathSetByMouse())
+ dy = dy + 2;
+
if (dx > dy)
direction |= (dir.x > 0) ? RIGHT : LEFT;
else
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 78988aa1..42da1bf9 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -302,7 +302,7 @@ void LocalPlayer::nextStep(unsigned char dir = 0)
const Vector &pos = getPosition();
- // Compute where the next step will set.
+ // Compute where the next step will be set.
int dx = 0, dy = 0;
if (dir & UP)
@@ -342,7 +342,7 @@ void LocalPlayer::nextStep(unsigned char dir = 0)
}
}
- if (dScaler >= 0)
+ if (dScaler > 0)
{
//effectManager->trigger(15, (int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
setDestination((int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
diff --git a/src/localplayer.h b/src/localplayer.h
index 9229c583..57e1bb35 100644
--- a/src/localplayer.h
+++ b/src/localplayer.h
@@ -367,10 +367,14 @@ class LocalPlayer : public Player
std::pair<int, int> getExperience(int skill);
- /** Tells the path has been set by mouse */
+ /** Tells that the path has been set by mouse. */
void pathSetByMouse()
{ mPathSetByMouse = true; }
+ /** Tells if the path has been set by mouse. */
+ bool isPathSetByMouse() const
+ { return mPathSetByMouse; }
+
bool mUpdateName; /** Whether or not the name settings have changed */
bool mMapInitialized; /** Whether or not the map is available yet */