- float scroll_x = Sector::current()->camera->get_translation().x;
- float scroll_y = Sector::current()->camera->get_translation().y;
-
- /* Activate badguys if they're just around the screen to avoid
- * the effect of having badguys suddenly popping up from nowhere.
- */
- if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x - bbox.get_width() &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = RIGHT;
- set_state(STATE_ACTIVE);
- activate();
- } else if (start_position.x > scroll_x &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
- set_state(STATE_ACTIVE);
- activate();
- } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- ((start_position.y > scroll_y &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
- (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y))) {
- dir = start_position.x < scroll_x ? RIGHT : LEFT;
- set_state(STATE_ACTIVE);
- activate();
- } else if(state == STATE_INIT
- && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
- && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
- && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
- && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
- set_state(STATE_ACTIVE);
- activate();
- }
-}
-
-bool
-BadGuy::may_fall_off_platform()
-{
- int tile_x, tile_y;
- // First, let's say the badguy moves 32 units in the
- // direction it's heading, so do some voodoo maths magic
- // to determine its future position.
- Vector pos;
- if (dir == LEFT)
- pos = Vector(bbox.p1.x - 32.f, bbox.p2.y);
- else
- pos = Vector(bbox.p2.x, bbox.p2.y);
-
- // Now, snap the badguy's X coordinate to the 32x32/cell grid.
- if (dir == LEFT) // use the ceiling
- tile_x = (int)ceilf(pos.x/32.0f);
- else // use the floor
- tile_x = (int)floorf(pos.x/32.0f);