4 // Copyright (C) 2006 Matthias Braun <matze@braunis.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.
22 #include "kugelblitz.hpp"
23 #include "object/tilemap.hpp"
24 #include "object/camera.hpp"
26 #include "random_generator.hpp"
30 #define BASE_SPEED 200
31 #define RAND_SPEED 150
33 static const float X_OFFSCREEN_DISTANCE = 1600;
34 static const float Y_OFFSCREEN_DISTANCE = 1200;
36 Kugelblitz::Kugelblitz(const lisp::Lisp& reader)
37 : groundhit_pos_set(false)
39 reader.get("x", start_position.x);
40 start_position.y = 0; //place above visible area
41 bbox.set_size(63.8, 63.8);
42 sprite = sprite_manager->create("images/creatures/kugelblitz/kugelblitz.sprite");
43 sprite->set_action("falling");
44 physic.enable_gravity(false);
48 Kugelblitz::write(lisp::Writer& writer)
50 writer.start_list("kugelblitz");
52 writer.write_float("x", start_position.x);
54 writer.end_list("kugelblitz");
58 Kugelblitz::activate()
60 physic.set_velocity_y(-300);
61 physic.set_velocity_x(-20); //fall a little to the left
67 Kugelblitz::collision_solid(GameObject& , const CollisionHit& chit)
73 Kugelblitz::collision_player(Player& player, const CollisionHit& )
75 if(player.is_invincible()) {
80 if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
81 (get_bbox().p1.y + get_bbox().p2.y) / 2) {
82 // if it's not is it possible to squish us, then this will hurt
83 if(!collision_squished(player))
94 Kugelblitz::collision_badguy(BadGuy& other , const CollisionHit& chit)
96 //Let the Kugelblitz explode, too? The problem with that is that
97 //two Kugelblitzes would cancel each other out on contact...
103 Kugelblitz::hit(const CollisionHit& chit)
106 if(chit.normal.y < -.5) {
107 if (!groundhit_pos_set)
109 pos_groundhit = get_pos();
110 groundhit_pos_set = true;
112 sprite->set_action("flying");
113 physic.set_velocity_y(0);
114 //Set random initial speed and direction
115 direction = systemRandom.rand(2)? 1: -1;
116 int speed = (BASE_SPEED + (systemRandom.rand(RAND_SPEED))) * direction;
117 physic.set_velocity_x(speed);
118 movement_timer.start(MOVETIME);
119 lifetime.start(LIFETIME);
121 } else if(chit.normal.y < .5) { // bumped on roof
122 physic.set_velocity_y(0);
129 Kugelblitz::active_update(float elapsed_time)
131 if (lifetime.check()) {
135 if (groundhit_pos_set) {
136 if (movement_timer.check()) {
137 if (direction == 1) direction = -1; else direction = 1;
138 int speed = (BASE_SPEED + (systemRandom.rand(RAND_SPEED))) * direction;
139 physic.set_velocity_x(speed);
140 movement_timer.start(MOVETIME);
143 if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 16) {
145 Sector::current()->add_object(new Electrifier(75,1421,1.5));
146 Sector::current()->add_object(new Electrifier(76,1422,1.5));
149 if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 48) {
150 //HIT ELECTRIFIED WATER
154 BadGuy::active_update(elapsed_time);
158 Kugelblitz::kill_fall()
163 Kugelblitz::explode()
166 sprite->set_action("pop");
174 Kugelblitz::try_activate()
176 //FIXME: Don't activate Kugelblitz before it's on-screen
177 float scroll_x = Sector::current()->camera->get_translation().x;
178 float scroll_y = Sector::current()->camera->get_translation().y;
180 /* Activate badguys if they're just around the screen to avoid
181 * the effect of having badguys suddenly popping up from nowhere.
183 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
184 start_position.x < scroll_x - bbox.get_width() &&
185 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
186 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
188 set_state(STATE_ACTIVE);
190 } else if (start_position.x > scroll_x &&
191 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
192 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
193 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
195 set_state(STATE_ACTIVE);
197 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
198 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
199 ((start_position.y > scroll_y &&
200 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
201 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
202 start_position.y < scroll_y))) {
203 dir = start_position.x < scroll_x ? RIGHT : LEFT;
204 set_state(STATE_ACTIVE);
206 } else if(state == STATE_INIT
207 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
208 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
209 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
210 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
212 set_state(STATE_ACTIVE);
217 IMPLEMENT_FACTORY(Kugelblitz, "kugelblitz")