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 "mrrocket.hpp"
24 static const float SPEED = 200;
26 MrRocket::MrRocket(const lisp::Lisp& reader)
27 : BadGuy(reader, "images/creatures/mr_rocket/mr_rocket.sprite")
29 set_direction = false;
32 MrRocket::MrRocket(const Vector& pos, Direction d)
33 : BadGuy(pos, "images/creatures/mr_rocket/mr_rocket.sprite")
36 initial_direction = d;
40 MrRocket::write(lisp::Writer& writer)
42 writer.start_list("mrrocket");
44 writer.write_float("x", start_position.x);
45 writer.write_float("y", start_position.y);
47 writer.end_list("mrrocket");
53 if (set_direction) {dir = initial_direction;}
54 physic.set_velocity_x(dir == LEFT ? -SPEED : SPEED);
55 physic.enable_gravity(false);
56 sprite->set_action(dir == LEFT ? "left" : "right");
60 MrRocket::active_update(float elapsed_time)
62 if (collision_timer.check()) {
63 Sector::current()->add_object(new RocketExplosion(get_pos(), dir));
66 else if (!collision_timer.started()) {
67 movement=physic.get_movement(elapsed_time);
68 sprite->set_action(dir == LEFT ? "left" : "right");
73 MrRocket::collision_squished(Player& player)
75 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
76 kill_squished(player);
82 MrRocket::collision_solid(GameObject& , const CollisionHit& hit)
84 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
85 physic.set_velocity_y(0);
86 } else { // hit right or left
87 sprite->set_action(dir == LEFT ? "collision-left" : "collision-right");
88 physic.set_velocity_x(0);
89 collision_timer.start(0.2, true);
95 IMPLEMENT_FACTORY(MrRocket, "mrrocket")