29 #ifndef M_MOVING_CREATURE_H
30 #define M_MOVING_CREATURE_H
59 M_BOOL _bControlEnabled;
60 M_BOOL _bExplicitFacing;
63 int _nMovementDirection;
72 virtual unsigned _next_state(
unsigned nCurrentState );
74 virtual void _update_facing(
double dir_x );
80 fxParticleSystem _fxTrail;
87 rpgSheet* getSheet() {
return _pSheet; }
91 virtual void respawn();
92 laPoint3 getOriginalPos() {
return _ptOriginPos; }
96 void enableControl(M_BOOL on = M_TRUE) {
if(!on)
move(0); _bControlEnabled = on; }
97 M_BOOL isControlEnabled() {
return _bControlEnabled; }
99 virtual void move(
int direction);
100 int getMoveDirection() {
return _nMovementDirection; }
102 virtual void move_v(laPoint3 dir);
104 virtual M_BOOL jump();
109 void setFaceDirection(
int nDirection);
110 int getFaceDirection() {
return _nFaceDirection; }
112 void setExplicitFacing(M_BOOL bExplicit){
113 _bExplicitFacing = bExplicit;
116 M_BOOL isFacingExplict() {
return _bExplicitFacing; }
120 void animate(laTimer &t);
124 void drawGeometry(
laRenderer *r, laPoint3 ptBasePos);
Multi-state Level Object.
Abstract RPG Properties Sheet.
Virtual interface for the Engine graphics renderer.
virtual void move(int direction)
virtual void somersault()