Powerup: Iceflower improvements
[supertux.git] / src / badguy / jumpy.cpp
index bc8dffe..272e6ae 100644 (file)
-#include <config.h>
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+//  This program is free software: you can redistribute it and/or modify
+//  it under the terms of the GNU General Public License as published by
+//  the Free Software Foundation, either version 3 of the License, or
+//  (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+//
+//  You should have received a copy of the GNU General Public License
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
-#include "jumpy.h"
+#include "badguy/jumpy.hpp"
 
-static const float JUMPSPEED=600;
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
 
-Jumpy::Jumpy(const lisp::Lisp& reader)
+static const float JUMPYSPEED=-600;
+static const float JUMPY_MID_TOLERANCE=4;
+static const float JUMPY_LOW_TOLERANCE=2;
+
+Jumpy::Jumpy(const Reader& reader) :
+  BadGuy(reader, "images/creatures/snowjumpy/snowjumpy.sprite"), 
+  pos_groundhit(),
+  groundhit_pos_set(false)
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  bbox.set_size(31.8, 31.8);
-  sprite = sprite_manager->create("jumpy");
+  // TODO create a nice sound for this...
+  //sound_manager->preload("sounds/skid.wav");
 }
 
 void
-Jumpy::write(lisp::Writer& writer)
+Jumpy::collision_solid(const CollisionHit& chit)
 {
-  writer.start_list("jumpy");
-
-  writer.write_float("x", get_pos().x);
-  writer.write_float("y", get_pos().y);
+  hit(chit);
+}
 
-  writer.end_list("jumpy");
+HitResponse
+Jumpy::collision_badguy(BadGuy& , const CollisionHit& chit)
+{
+  return hit(chit);
 }
 
 HitResponse
-Jumpy::collision_solid(GameObject& , const CollisionHit& hit)
+Jumpy::hit(const CollisionHit& chit)
 {
-  // hit floor?
-  if(hit.normal.y < -.5) {
-    physic.set_velocity_y(JUMPSPEED);
-  } else if(hit.normal.y < .5) { // bumped on roof
+  if(chit.bottom) {
+    if (!groundhit_pos_set)
+    {
+      pos_groundhit = get_pos();
+      groundhit_pos_set = true;
+    }
+
+    physic.set_velocity_y((frozen || get_state() == STATE_FALLING) ? 0 : JUMPYSPEED);
+    // TODO create a nice sound for this...
+    //sound_manager->play("sounds/skid.wav");
+  } else if(chit.top) {
     physic.set_velocity_y(0);
   }
 
   return CONTINUE;
 }
 
+void
+Jumpy::active_update(float elapsed_time)
+{
+  BadGuy::active_update(elapsed_time);
+
+  if(frozen)
+    return;
+
+  Player* player = this->get_nearest_player();
+  if (player)
+  {
+    dir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+  }
+
+  if (!groundhit_pos_set)
+  {
+    sprite->set_action(dir == LEFT ? "left-middle" : "right-middle");
+    return;
+  }
+
+  if ( get_pos().y < (pos_groundhit.y - JUMPY_MID_TOLERANCE ) )
+    sprite->set_action(dir == LEFT ? "left-up" : "right-up");
+  else if ( get_pos().y >= (pos_groundhit.y - JUMPY_MID_TOLERANCE) &&
+            get_pos().y < (pos_groundhit.y - JUMPY_LOW_TOLERANCE) )
+    sprite->set_action(dir == LEFT ? "left-middle" : "right-middle");
+  else
+    sprite->set_action(dir == LEFT ? "left-down" : "right-down");
+}
+
+void
+Jumpy::freeze()
+{
+  BadGuy::freeze();
+  physic.set_velocity_y(std::max(0.0f, physic.get_velocity_y()));
+}
+
+bool
+Jumpy::is_freezable() const
+{
+  return true;
+}
+
+/* EOF */