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 std::cout << "COLLISION - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
150 player.kill(Player::SHRINK);
155 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
161 BadGuy::collision_squished(Player& )
167 BadGuy::kill_squished(Player& player)
169 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
171 physic.enable_gravity(true);
172 physic.set_velocity_x(0);
173 physic.set_velocity_y(0);
174 set_state(STATE_SQUISHED);
175 player.bounce(*this);
182 if (bullet_hitpoints <= 0) {
184 SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
185 Sector::current()->player->get_pos());
186 physic.set_velocity_y(0);
187 physic.enable_gravity(true);
188 set_state(STATE_FALLING);
190 std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
194 BadGuy::set_state(State state)
196 if(this->state == state)
199 State laststate = this->state;
203 state_timer.start(SQUISH_TIME);
206 flags &= ~FLAG_NO_COLLDET;
207 bbox.set_pos(start_position);
210 // was the badguy dead anyway?
211 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
214 flags |= FLAG_NO_COLLDET;
217 flags |= FLAG_NO_COLLDET;
225 BadGuy::is_offscreen()
227 float scroll_x = Sector::current()->camera->get_translation().x;
228 float scroll_y = Sector::current()->camera->get_translation().y;
230 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
231 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
232 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
233 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
240 BadGuy::try_activate()
242 float scroll_x = Sector::current()->camera->get_translation().x;
243 float scroll_y = Sector::current()->camera->get_translation().y;
245 /* Activate badguys if they're just around the screen to avoid
246 * the effect of having badguys suddenly popping up from nowhere.
248 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
249 start_position.x < scroll_x - bbox.get_width() &&
250 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
251 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
253 set_state(STATE_ACTIVE);
255 } else if (start_position.x > scroll_x &&
256 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
257 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
258 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
260 set_state(STATE_ACTIVE);
262 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
263 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
264 ((start_position.y > scroll_y &&
265 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
266 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
267 start_position.y < scroll_y))) {
268 dir = start_position.x < scroll_x ? RIGHT : LEFT;
269 set_state(STATE_ACTIVE);
271 } else if(state == STATE_INIT
272 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
273 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
274 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
275 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
277 set_state(STATE_ACTIVE);