1 // SuperTux - Badguy "Igel"
2 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "badguy/igel.hpp"
18 #include "object/bullet.hpp"
19 #include "supertux/sector.hpp"
21 #include "supertux/object_factory.hpp"
25 const float WALKSPEED = 80; /**< speed at which we walk around */
26 const float TURN_RECOVER_TIME = 0.5; /**< seconds before we will again turn around when shot at */
27 const float RANGE_OF_VISION = 256; /**< range in px at which we can see bullets */
31 Igel::Igel(const Reader& reader) :
32 WalkingBadguy(reader, "images/creatures/igel/igel.sprite", "walking-left", "walking-right"),
35 walk_speed = WALKSPEED;
39 Igel::Igel(const Vector& pos, Direction d) :
40 WalkingBadguy(pos, d, "images/creatures/igel/igel.sprite", "walking-left", "walking-right"),
43 walk_speed = WALKSPEED;
56 WalkingBadguy::turn_around();
57 turn_recover_timer.start(TURN_RECOVER_TIME);
61 Igel::can_see(const MovingObject& o)
64 Rect ob = o.get_bbox();
66 bool inReach_left = ((ob.p2.x < mb.p1.x) && (ob.p2.x >= mb.p1.x-((dir == LEFT) ? RANGE_OF_VISION : 0)));
67 bool inReach_right = ((ob.p1.x > mb.p2.x) && (ob.p1.x <= mb.p2.x+((dir == RIGHT) ? RANGE_OF_VISION : 0)));
68 bool inReach_top = (ob.p2.y >= mb.p1.y);
69 bool inReach_bottom = (ob.p1.y <= mb.p2.y);
71 return ((inReach_left || inReach_right) && inReach_top && inReach_bottom);
75 Igel::active_update(float elapsed_time)
77 bool wants_to_flee = false;
79 // check if we see a fire bullet
80 Sector* sector = Sector::current();
81 for (Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
82 Bullet* bullet = dynamic_cast<Bullet*>(*i);
83 if (!bullet) continue;
84 if (bullet->get_type() != FIRE_BONUS) continue;
85 if (can_see(*bullet)) wants_to_flee = true;
88 // if we flee, handle this ourselves
89 if (wants_to_flee && (!turn_recover_timer.started())) {
91 BadGuy::active_update(elapsed_time);
95 // else adhere to default behaviour
96 WalkingBadguy::active_update(elapsed_time);
100 Igel::collision_bullet(Bullet& bullet, const CollisionHit& hit)
102 // default reaction if hit on front side
103 if (((dir == LEFT) && hit.left) || ((dir == RIGHT) && hit.right)) {
104 return BadGuy::collision_bullet(bullet, hit);
107 // else make bullet ricochet and ignore the hit
108 bullet.ricochet(*this, hit);
113 Igel::collision_squished(GameObject& )
119 IMPLEMENT_FACTORY(Igel, "igel");