5 #include "object/camera.h"
6 #include "yeti_stalactite.h"
8 static const float JUMP_VEL1 = 250;
9 static const float JUMP_VEL2 = 700;
10 static const float RUN_SPEED = 300;
11 static const float JUMP_TIME = 1.6;
12 static const float ANGRY_JUMP_WAIT = .5;
13 static const float STUN_TIME = 2;
14 static const int INITIAL_HITPOINTS = 3;
16 Yeti::Yeti(const lisp::Lisp& reader)
18 reader.get("x", start_position.x);
19 reader.get("y", start_position.y);
20 bbox.set_size(80, 120);
21 sprite = sprite_manager->create("yeti");
24 hitpoints = INITIAL_HITPOINTS;
25 sound_gna = SoundManager::get()->load_sound(
26 get_resource_filename("sounds/yeti_gna.wav"));
27 sound_roar = SoundManager::get()->load_sound(
28 get_resource_filename("sounds/yeti_roar.wav"));
29 jump_time_left = 0.0f;
34 Mix_FreeChunk(sound_gna);
38 Yeti::active_action(float elapsed_time)
44 physic.set_velocity_x(RUN_SPEED);
45 if(jump_timer.check())
46 physic.set_velocity_y(JUMP_VEL2);
49 physic.set_velocity_x(-RUN_SPEED);
50 if(jump_timer.check())
51 physic.set_velocity_y(JUMP_VEL2);
54 if(jump_timer.check()) {
56 SoundManager::get()->play_sound(sound_gna);
57 physic.set_velocity_y(JUMP_VEL1);
62 if (stun_timer.check()) {
70 movement = physic.get_movement(elapsed_time);
76 // jump and move right
77 physic.set_velocity_y(JUMP_VEL1);
78 physic.set_velocity_x(RUN_SPEED);
80 jump_timer.start(JUMP_TIME);
86 physic.set_velocity_y(JUMP_VEL1);
87 physic.set_velocity_x(-RUN_SPEED);
89 jump_timer.start(JUMP_TIME);
96 jump_timer.start(ANGRY_JUMP_WAIT);
97 state = ANGRY_JUMPING;
98 physic.set_velocity_x(0);
104 physic.set_acceleration(0.0f, 0.0f);
105 physic.set_velocity(0.0f, 0.0f);
106 jump_time_left = jump_timer.get_timeleft();
108 stun_timer.start(STUN_TIME);
113 Yeti::collision_player(Player& player, const CollisionHit& hit)
115 if(player.is_invincible()) {
119 if(hit.normal.y > .9) {
120 //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
121 // give badguys some invincible time (prevent them from being hit multiple times)
123 if(collision_squished(player))
125 else if (hitpoints <= 0) {
126 player.kill(Player::SHRINK);
131 if (state == STUNNED)
134 player.kill(Player::SHRINK);
139 Yeti::collision_badguy(BadGuy& badguy, const CollisionHit&)
141 YetiStalactite* yeti_stal = dynamic_cast<YetiStalactite*>(&badguy);
143 if (state == STUNNED && yeti_stal && yeti_stal->is_harmful())
153 Yeti::collision_squished(Player& player)
155 // we don't use the player object, even though it was given to us
165 Yeti::write(lisp::Writer& )
170 Yeti::drop_stalactite()
172 YetiStalactite* nearest = 0;
173 float dist = FLT_MAX;
175 Sector* sector = Sector::current();
176 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
177 i != sector->gameobjects.end(); ++i) {
178 YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
179 if(stalactite && stalactite->is_hanging()) {
181 = fabsf(stalactite->get_pos().x - sector->player->get_pos().x);
183 nearest = stalactite;
190 nearest->start_shaking();
194 Yeti::collision_solid(GameObject& , const CollisionHit& hit)
196 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
197 physic.set_velocity_y(0);
200 } else if(state == GO_LEFT && !jump_timer.started()) {
203 } else if(state == GO_RIGHT && !jump_timer.started()) {
206 } else if(state == ANGRY_JUMPING) {
207 if(!jump_timer.started()) {
210 // make a stalactite falling down and shake camera a bit
211 Sector::current()->camera->shake(.1, 0, 10);
214 // go to other side after 3 jumps
222 jump_timer.start(ANGRY_JUMP_WAIT);
234 SoundManager::get()->play_sound(sound_roar);
236 if (hitpoints <= 0) {
237 SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
238 Sector::current()->player->get_pos());
239 physic.set_velocity_y(0);
240 physic.enable_gravity(true);
241 set_state(STATE_FALLING);
245 IMPLEMENT_FACTORY(Yeti, "yeti")