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)
21 BadGuy::draw(DrawingContext& context)
25 if(state == STATE_INIT || state == STATE_INACTIVE)
27 if(state == STATE_FALLING) {
28 sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
30 sprite->draw(context, get_pos(), LAYER_OBJECTS);
35 BadGuy::action(float elapsed_time)
37 if(!Sector::current()->inside(bbox)) {
42 set_state(STATE_INACTIVE);
47 active_action(elapsed_time);
51 inactive_action(elapsed_time);
55 if(state_timer.check()) {
59 movement = physic.get_movement(elapsed_time);
62 movement = physic.get_movement(elapsed_time);
78 BadGuy::active_action(float elapsed_time)
80 movement = physic.get_movement(elapsed_time);
84 BadGuy::inactive_action(float )
89 BadGuy::collision(GameObject& other, const CollisionHit& hit)
96 if(other.get_flags() & FLAG_SOLID)
97 return collision_solid(other, hit);
99 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
100 if(badguy && badguy->state == STATE_ACTIVE)
101 return collision_badguy(*badguy, hit);
103 Player* player = dynamic_cast<Player*> (&other);
105 return collision_player(*player, hit);
110 if(other.get_flags() & FLAG_SOLID)
121 BadGuy::collision_solid(GameObject& , const CollisionHit& )
127 BadGuy::collision_player(Player& player, const CollisionHit& hit)
129 if(player.is_invincible()) {
133 if(hit.normal.y > .9) {
134 if(collision_squished(player))
137 player.kill(Player::SHRINK);
142 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
148 BadGuy::collision_squished(Player& )
154 BadGuy::kill_squished(Player& player)
156 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
158 physic.enable_gravity(true);
159 physic.set_velocity_x(0);
160 physic.set_velocity_y(0);
161 set_state(STATE_SQUISHED);
162 player.bounce(*this);
168 SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
169 Sector::current()->player->get_pos());
170 physic.set_velocity_y(0);
171 physic.enable_gravity(true);
172 set_state(STATE_FALLING);
176 BadGuy::set_state(State state)
178 if(this->state == state)
181 State laststate = this->state;
185 state_timer.start(SQUISH_TIME);
188 flags &= ~FLAG_NO_COLLDET;
189 bbox.set_pos(start_position);
192 // was the badguy dead anyway?
193 if(laststate == STATE_SQUISHED || laststate == STATE_SQUISHED) {
196 flags |= FLAG_NO_COLLDET;
199 flags |= FLAG_NO_COLLDET;
207 BadGuy::is_offscreen()
209 float scroll_x = Sector::current()->camera->get_translation().x;
210 float scroll_y = Sector::current()->camera->get_translation().y;
212 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
213 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
214 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
215 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
222 BadGuy::try_activate()
224 float scroll_x = Sector::current()->camera->get_translation().x;
225 float scroll_y = Sector::current()->camera->get_translation().y;
227 /* Activate badguys if they're just around the screen to avoid
228 * the effect of having badguys suddenly popping up from nowhere.
230 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
231 start_position.x < scroll_x - bbox.get_width() &&
232 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
233 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
235 set_state(STATE_ACTIVE);
237 } else if (start_position.x > scroll_x &&
238 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
239 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
240 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
242 set_state(STATE_ACTIVE);
244 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
245 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
246 ((start_position.y > scroll_y &&
247 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
248 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
249 start_position.y < scroll_y))) {
250 dir = start_position.x < scroll_x ? RIGHT : LEFT;
251 set_state(STATE_ACTIVE);
253 } else if(state == STATE_INIT
254 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
255 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
256 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
257 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
259 set_state(STATE_ACTIVE);