4 #include "object/camera.h"
6 static const float SQUISH_TIME = 2;
7 static const float X_OFFSCREEN_DISTANCE = 1600;
8 static const float Y_OFFSCREEN_DISTANCE = 1200;
11 : sprite(0), dir(LEFT), state(STATE_INIT)
13 //Set hitpoints and bullet hitpoints
24 BadGuy::draw(DrawingContext& context)
28 if(state == STATE_INIT || state == STATE_INACTIVE)
30 if(state == STATE_FALLING) {
31 sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
33 sprite->draw(context, get_pos(), LAYER_OBJECTS);
38 BadGuy::action(float elapsed_time)
40 if(!Sector::current()->inside(bbox)) {
45 set_state(STATE_INACTIVE);
50 active_action(elapsed_time);
54 inactive_action(elapsed_time);
58 if(state_timer.check()) {
62 movement = physic.get_movement(elapsed_time);
65 movement = physic.get_movement(elapsed_time);
81 BadGuy::active_action(float elapsed_time)
83 movement = physic.get_movement(elapsed_time);
87 BadGuy::inactive_action(float )
92 BadGuy::collision(GameObject& other, const CollisionHit& hit)
99 if(other.get_flags() & FLAG_SOLID)
100 return collision_solid(other, hit);
102 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
103 if(badguy && badguy->state == STATE_ACTIVE)
104 return collision_badguy(*badguy, hit);
106 Player* player = dynamic_cast<Player*> (&other);
108 return collision_player(*player, hit);
113 if(other.get_flags() & FLAG_SOLID)
124 BadGuy::collision_solid(GameObject& , const CollisionHit& )
130 BadGuy::collision_player(Player& player, const CollisionHit& hit)
132 if(player.is_invincible()) {
136 if(hit.normal.y > .9) {
137 //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
138 // give badguys some invincible time (prevent them from being hit multiple times)
141 if(collision_squished(player))
143 else if (hitpoints <= 0) {
144 bullet_hitpoints = 0;
145 player.kill(Player::SHRINK);
149 player.kill(Player::SHRINK);
154 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
160 BadGuy::collision_squished(Player& )
166 BadGuy::kill_squished(Player& player)
168 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
170 physic.enable_gravity(true);
171 physic.set_velocity_x(0);
172 physic.set_velocity_y(0);
173 set_state(STATE_SQUISHED);
174 player.bounce(*this);
181 if (bullet_hitpoints <= 0) {
182 SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
183 Sector::current()->player->get_pos());
184 physic.set_velocity_y(0);
185 physic.enable_gravity(true);
186 set_state(STATE_FALLING);
191 BadGuy::set_state(State state)
193 if(this->state == state)
196 State laststate = this->state;
200 state_timer.start(SQUISH_TIME);
203 flags &= ~FLAG_NO_COLLDET;
204 bbox.set_pos(start_position);
207 // was the badguy dead anyway?
208 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
211 flags |= FLAG_NO_COLLDET;
214 flags |= FLAG_NO_COLLDET;
222 BadGuy::is_offscreen()
224 float scroll_x = Sector::current()->camera->get_translation().x;
225 float scroll_y = Sector::current()->camera->get_translation().y;
227 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
228 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
229 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
230 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
237 BadGuy::try_activate()
239 float scroll_x = Sector::current()->camera->get_translation().x;
240 float scroll_y = Sector::current()->camera->get_translation().y;
242 /* Activate badguys if they're just around the screen to avoid
243 * the effect of having badguys suddenly popping up from nowhere.
245 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
246 start_position.x < scroll_x - bbox.get_width() &&
247 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
248 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
250 set_state(STATE_ACTIVE);
252 } else if (start_position.x > scroll_x &&
253 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
254 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
255 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
257 set_state(STATE_ACTIVE);
259 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
260 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
261 ((start_position.y > scroll_y &&
262 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
263 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
264 start_position.y < scroll_y))) {
265 dir = start_position.x < scroll_x ? RIGHT : LEFT;
266 set_state(STATE_ACTIVE);
268 } else if(state == STATE_INIT
269 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
270 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
271 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
272 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
274 set_state(STATE_ACTIVE);