4 #include "badguy/bouncing_snowball.h"
5 #include "badguy/snowball.h"
8 Dispenser::Dispenser(LispReader& reader)
10 reader.read_float("x", start_position.x);
11 reader.read_float("y", start_position.y);
12 reader.read_float("cycle", cycle);
13 reader.read_string("badguy", badguy);
14 bbox.set_size(32, 32);
15 //FIXME: Create dispenser sprite
16 sprite = sprite_manager->create("dummyguy");
17 sprite->set_action("stand");
21 Dispenser::write(LispWriter& writer)
23 writer.start_list("dispenser");
25 writer.write_float("x", get_pos().x);
26 writer.write_float("y", get_pos().y);
27 writer.write_float("cycle", cycle);
28 writer.write_string("badguy", badguy);
30 writer.end_list("dispenser");
36 dispense_timer.start(cycle, true);
41 Dispenser::collision_squished(Player& player)
49 Dispenser::active_action(float )
51 if (dispense_timer.check()) {
57 Dispenser::collision_solid(GameObject& , const CollisionHit& hit)
59 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
60 physic.set_velocity_y(0);
61 } else { // hit right or left
62 dir = dir == LEFT ? RIGHT : LEFT;
63 sprite->set_action(dir == LEFT ? "left" : "right");
64 physic.set_velocity_x(-physic.get_velocity_x());
70 //TODO: Add launching velocity to badguys
71 // Add more badguys and randomizer
72 // Clean up stuff I copied without understanding what it does :)
73 // Stop dispensing when game is paused
76 Dispenser::launch_badguy()
78 //FIXME: Does is_offscreen() work right here?
79 if (!is_offscreen()) {
80 if (badguy == "snowball")
81 Sector::current()->add_object(new SnowBall(get_pos().x-2, get_pos().y));
82 else if (badguy == "bouncingsnowball")
83 Sector::current()->add_object(new BouncingSnowball(get_pos().x-2, get_pos().y, dir));
84 else if (badguy == "random")