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.
24 #include "lisp/writer.hpp"
25 #include "object_factory.hpp"
26 #include "object/player.hpp"
27 #include "sprite/sprite.hpp"
29 static const float WALKSPEED = 80;
30 static const float WAKE_TIME = .5;
32 Plant::Plant(const lisp::Lisp& reader)
33 : BadGuy(reader, "images/creatures/plant/plant.sprite")
35 state = PLANT_SLEEPING;
39 Plant::write(lisp::Writer& writer)
41 writer.start_list("plant");
43 writer.write("x", start_position.x);
44 writer.write("y", start_position.y);
46 writer.end_list("plant");
52 //FIXME: turns sspiky around for debugging
53 dir = dir == LEFT ? RIGHT : LEFT;
55 state = PLANT_SLEEPING;
56 physic.set_velocity_x(0);
57 sprite->set_action(dir == LEFT ? "sleeping-left" : "sleeping-right");
61 Plant::collision_solid(const CollisionHit& hit)
63 if(hit.top || hit.bottom) {
64 physic.set_velocity_y(0);
65 } else if(hit.left || hit.right) {
66 dir = dir == LEFT ? RIGHT : LEFT;
67 sprite->set_action(dir == LEFT ? "left" : "right");
68 physic.set_velocity_x(-physic.get_velocity_x());
73 Plant::collision_badguy(BadGuy& , const CollisionHit& hit)
75 if(state != PLANT_WALKING) return CONTINUE;
77 if(hit.left || hit.right) {
78 dir = dir == LEFT ? RIGHT : LEFT;
79 sprite->set_action(dir == LEFT ? "left" : "right");
80 physic.set_velocity_x(-physic.get_velocity_x());
87 Plant::active_update(float elapsed_time) {
88 BadGuy::active_update(elapsed_time);
90 if(state == PLANT_SLEEPING) {
92 Player* player = this->get_nearest_player();
94 Rect mb = this->get_bbox();
95 Rect pb = player->get_bbox();
97 bool inReach_left = (pb.p2.x >= mb.p2.x-((dir == LEFT) ? 256 : 0));
98 bool inReach_right = (pb.p1.x <= mb.p1.x+((dir == RIGHT) ? 256 : 0));
99 bool inReach_top = (pb.p2.y >= mb.p2.y);
100 bool inReach_bottom = (pb.p1.y <= mb.p1.y);
102 if (inReach_left && inReach_right && inReach_top && inReach_bottom) {
104 sprite->set_action(dir == LEFT ? "waking-left" : "waking-right");
105 if(!timer.started()) timer.start(WAKE_TIME);
106 state = PLANT_WAKING;
111 if(state == PLANT_WAKING) {
114 sprite->set_action(dir == LEFT ? "left" : "right");
115 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
116 state = PLANT_WALKING;
122 IMPLEMENT_FACTORY(Plant, "plant")