3 // SuperTux - Badguy "Igel"
4 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "object/block.hpp"
25 #include "object/bullet.hpp"
28 const float WALKSPEED = 80; /**< speed at which we walk around */
29 const float TURN_RECOVER_TIME = 0.5; /**< seconds before we will again turn around when shot at */
30 const float RANGE_OF_VISION = 256; /**< range in px at which we can see bullets */
33 Igel::Igel(const lisp::Lisp& reader)
34 : BadGuy(reader, "images/creatures/igel/igel.sprite"), state(STATE_NORMAL)
38 Igel::Igel(const Vector& pos, Direction d)
39 : BadGuy(pos, d, "images/creatures/igel/igel.sprite"), state(STATE_NORMAL)
44 Igel::write(lisp::Writer& writer)
46 writer.start_list("igel");
48 writer.write_float("x", start_position.x);
49 writer.write_float("y", start_position.y);
51 writer.end_list("igel");
64 sprite->set_action(dir == LEFT ? "walking-left" : "walking-right");
66 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
72 dir = (dir == LEFT ? RIGHT : LEFT);
73 turn_recover_timer.start(TURN_RECOVER_TIME);
78 Igel::can_see(const MovingObject& o)
81 Rect ob = o.get_bbox();
83 bool inReach_left = (ob.p2.x >= mb.p1.x-((dir == LEFT) ? RANGE_OF_VISION : 0));
84 bool inReach_right = (ob.p1.x <= mb.p2.x+((dir == RIGHT) ? RANGE_OF_VISION : 0));
85 bool inReach_top = (ob.p2.y >= mb.p1.y);
86 bool inReach_bottom = (ob.p1.y <= mb.p2.y);
88 return (inReach_left && inReach_right && inReach_top && inReach_bottom);
92 Igel::active_update(float elapsed_time)
97 if (on_ground() && might_fall()) {
98 // turn around when we are at a ledge
101 else if (!turn_recover_timer.started()) {
102 // turn around when we see a Bullet
103 Sector* sector = Sector::current();
104 for (Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
105 Bullet* bullet = dynamic_cast<Bullet*>(*i);
107 if (can_see(*bullet)) turn_around();
115 BadGuy::active_update(elapsed_time);
119 Igel::collision_solid(const CollisionHit& hit)
121 update_on_ground_flag(hit);
123 if(hit.top || hit.bottom) { // floor or roof
124 physic.set_velocity_y(0);
137 Igel::collision_badguy(BadGuy& , const CollisionHit& hit)
139 if(hit.top || hit.bottom) { // floor or roof
140 physic.set_velocity_y(0);
157 Igel::collision_bullet(Bullet& , const CollisionHit& hit)
159 // die if hit on front side
160 if (((dir == LEFT) && hit.left) || ((dir == RIGHT) && hit.right)) {
165 // else ignore bullet
170 Igel::collision_squished(Player& )
185 IMPLEMENT_FACTORY(Igel, "igel")