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 //TODO: Count fireball hits separately so you can make badguys need more fireballs than jumps
23 BadGuy::draw(DrawingContext& context)
27 if(state == STATE_INIT || state == STATE_INACTIVE)
29 if(state == STATE_FALLING) {
30 sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
32 sprite->draw(context, get_pos(), LAYER_OBJECTS);
37 BadGuy::action(float elapsed_time)
39 if(!Sector::current()->inside(bbox)) {
44 set_state(STATE_INACTIVE);
49 active_action(elapsed_time);
53 inactive_action(elapsed_time);
57 if(state_timer.check()) {
61 movement = physic.get_movement(elapsed_time);
64 movement = physic.get_movement(elapsed_time);
80 BadGuy::active_action(float elapsed_time)
82 movement = physic.get_movement(elapsed_time);
86 BadGuy::inactive_action(float )
91 BadGuy::collision(GameObject& other, const CollisionHit& hit)
98 if(other.get_flags() & FLAG_SOLID)
99 return collision_solid(other, hit);
101 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
102 if(badguy && badguy->state == STATE_ACTIVE)
103 return collision_badguy(*badguy, hit);
105 Player* player = dynamic_cast<Player*> (&other);
107 return collision_player(*player, hit);
112 if(other.get_flags() & FLAG_SOLID)
123 BadGuy::collision_solid(GameObject& , const CollisionHit& )
129 BadGuy::collision_player(Player& player, const CollisionHit& hit)
131 if(player.is_invincible()) {
135 if(hit.normal.y > .9) {
136 //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
137 // give badguys some invincible time (prevent them from being hit multiple times)
139 if(collision_squished(player))
141 else if (hitpoints <= 0) {
142 player.kill(Player::SHRINK);
146 player.kill(Player::SHRINK);
151 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
157 BadGuy::collision_squished(Player& )
163 BadGuy::kill_squished(Player& player)
165 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
167 physic.enable_gravity(true);
168 physic.set_velocity_x(0);
169 physic.set_velocity_y(0);
170 set_state(STATE_SQUISHED);
171 player.bounce(*this);
178 if (hitpoints <= 0) {
179 SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
180 Sector::current()->player->get_pos());
181 physic.set_velocity_y(0);
182 physic.enable_gravity(true);
183 set_state(STATE_FALLING);
188 BadGuy::set_state(State state)
190 if(this->state == state)
193 State laststate = this->state;
197 state_timer.start(SQUISH_TIME);
200 flags &= ~FLAG_NO_COLLDET;
201 bbox.set_pos(start_position);
204 // was the badguy dead anyway?
205 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
208 flags |= FLAG_NO_COLLDET;
211 flags |= FLAG_NO_COLLDET;
219 BadGuy::is_offscreen()
221 float scroll_x = Sector::current()->camera->get_translation().x;
222 float scroll_y = Sector::current()->camera->get_translation().y;
224 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
225 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
226 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
227 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
234 BadGuy::try_activate()
236 float scroll_x = Sector::current()->camera->get_translation().x;
237 float scroll_y = Sector::current()->camera->get_translation().y;
239 /* Activate badguys if they're just around the screen to avoid
240 * the effect of having badguys suddenly popping up from nowhere.
242 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
243 start_position.x < scroll_x - bbox.get_width() &&
244 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
245 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
247 set_state(STATE_ACTIVE);
249 } else if (start_position.x > scroll_x &&
250 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
251 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
252 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
254 set_state(STATE_ACTIVE);
256 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
257 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
258 ((start_position.y > scroll_y &&
259 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
260 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
261 start_position.y < scroll_y))) {
262 dir = start_position.x < scroll_x ? RIGHT : LEFT;
263 set_state(STATE_ACTIVE);
265 } else if(state == STATE_INIT
266 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
267 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
268 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
269 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
271 set_state(STATE_ACTIVE);