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Searched refs:get_animation_direction (Results 1 – 24 of 24) sorted by relevance

/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/hero/
H A DHeroSprites.cpp627 int HeroSprites::get_animation_direction() const { in get_animation_direction() function in Solarus::HeroSprites
639 return get_animation_direction() * 2; in get_animation_direction8()
656 int HeroSprites::get_animation_direction( in get_animation_direction() function in Solarus::HeroSprites
770 this->animation_direction_saved = get_animation_direction(); in save_animation_direction()
982 shield_sprite->set_current_direction(get_animation_direction()); in set_animation_stopped_normal()
999 int direction = get_animation_direction(); in set_animation_stopped_sword_loading()
1072 shield_sprite->set_current_direction(get_animation_direction()); in set_animation_walking_normal()
1088 int direction = get_animation_direction(); in set_animation_walking_sword_loading()
1168 int direction = get_animation_direction(); in set_animation_sword()
1212 int direction = get_animation_direction(); in set_animation_sword_tapping()
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H A DRunningState.cpp102 double angle = Geometry::degrees_to_radians(get_sprites().get_animation_direction() * 90); in update()
163 && direction4 != get_sprites().get_animation_direction()) { in notify_direction_command_pressed()
365 switch (get_sprites().get_animation_direction()) { in is_cutting_with_sword()
H A DPullingState.cpp177 bool horizontal = get_sprites().get_animation_direction() % 2 == 0; in notify_position_changed()
204 int direction4 = get_sprites().get_animation_direction(); in stop_moving_pulled_entity()
H A DStairsState.cpp136 carried_object->throw_item(get_sprites().get_animation_direction()); in stop()
236 int animation_direction = stairs->get_animation_direction(way); in update()
H A DBoomerangState.cpp90 boomerang_direction8 = get_sprites().get_animation_direction() * 2; in update()
H A DLiftingState.cpp143 lifted_item->throw_item(get_sprites().get_animation_direction()); in throw_item()
H A DFreeState.cpp141 pushing_direction4 = hero.get_animation_direction(); in notify_obstacle_reached()
H A DCarryingState.cpp178 carried_object->throw_item(get_sprites().get_animation_direction()); in throw_item()
H A DJumpingState.cpp103 carried_object->throw_item(get_sprites().get_animation_direction()); in stop()
H A DSwordSwingingState.cpp164 switch (get_sprites().get_animation_direction()) { in is_cutting_with_sword()
H A DPushingState.cpp48 pushing_direction4 = get_sprites().get_animation_direction(); in start()
H A DCustomState.cpp172 carried_object->throw_item(get_sprites().get_animation_direction()); in stop()
1548 pushing_direction4 = hero.get_animation_direction(); in notify_obstacle_reached()
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/hero/
H A DHeroSprites.h78 int get_animation_direction(
80 int get_animation_direction() const;
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/entities/
H A DHero.cpp208 int old_animation_direction = sprites->get_animation_direction(); in update_direction()
209 …int animation_direction = sprites->get_animation_direction(wanted_direction8, get_real_movement_di… in update_direction()
483 int Hero::get_animation_direction() const { in get_animation_direction() function in Solarus::Hero
484 return sprites->get_animation_direction(); in get_animation_direction()
807 return get_touching_point(get_animation_direction()); in get_facing_point()
847 switch (sprites->get_animation_direction()) { in is_facing_obstacle()
894 return get_animation_direction() == direction4; in is_facing_direction4()
904 return get_animation_direction() * 2 == direction8; in is_facing_direction8()
2149 if (get_animation_direction() % 2 == 0) { in try_snap_to_facing_entity()
2340 direction8 = get_animation_direction() * 2; in start_deep_water()
H A DBoomerang.cpp63 switch (hero->get_animation_direction()) { in Boomerang()
H A DBlock.cpp232 int hero_direction = hero.get_animation_direction(); in start_movement_by_hero()
H A DStairs.cpp177 int Stairs::get_animation_direction(Way way) const { in get_animation_direction() function in Solarus::Stairs
H A DHookshot.cpp50 int direction = hero.get_animation_direction(); in Hookshot()
H A DNpc.cpp275 int direction = (get_hero().get_animation_direction() + 2) % 4; in notify_action_command_pressed()
H A DArrow.cpp47 int direction = hero.get_animation_direction(); in Arrow()
H A DCarriedObject.cpp89 int direction = hero.get_animation_direction(); in CarriedObject()
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/entities/
H A DStairs.h96 int get_animation_direction(Way way) const;
H A DHero.h86 int get_animation_direction() const;
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/lua/
H A DEntityApi.cpp2151 lua_pushinteger(l, hero.get_animation_direction()); in hero_api_get_direction()