3 // SkullyHop - A Hopping Skull
4 // Copyright (C) 2006 Christoph Sommer <supertux@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
22 #include "skullyhop.hpp"
23 #include "random_generator.hpp"
26 const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
27 const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
28 const float MIN_RECOVER_TIME = 0.1f; /**< minimum time to stand still before starting a (new) jump */
29 const float MAX_RECOVER_TIME = 1.0f; /**< maximum time to stand still before starting a (new) jump */
30 static const std::string HOP_SOUND = "sounds/hop.ogg";
33 SkullyHop::SkullyHop(const lisp::Lisp& reader)
34 : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
36 sound_manager->preload( HOP_SOUND );
39 SkullyHop::SkullyHop(const Vector& pos, Direction d)
40 : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
42 sound_manager->preload( HOP_SOUND );
46 SkullyHop::write(lisp::Writer& writer)
48 writer.start_list("skullyhop");
49 writer.write_float("x", start_position.x);
50 writer.write_float("y", start_position.y);
51 writer.end_list("skullyhop");
57 // initial state is JUMPING, because we might start airborne
59 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
63 SkullyHop::set_state(SkullyHopState newState)
65 if (newState == STANDING) {
66 physic.set_velocity_x(0);
67 physic.set_velocity_y(0);
68 sprite->set_action(dir == LEFT ? "standing-left" : "standing-right");
70 float recover_time = systemRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME);
71 recover_timer.start(recover_time);
73 if (newState == CHARGING) {
74 sprite->set_action(dir == LEFT ? "charging-left" : "charging-right", 1);
76 if (newState == JUMPING) {
77 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
78 physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
79 physic.set_velocity_y(VERTICAL_SPEED);
80 sound_manager->play( HOP_SOUND, get_pos());
87 SkullyHop::collision_squished(GameObject& object)
89 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
90 kill_squished(object);
95 SkullyHop::collision_solid(const CollisionHit& hit)
97 // just default behaviour (i.e. stop at floor/walls) when squished
98 if (BadGuy::get_state() == STATE_SQUISHED) {
99 BadGuy::collision_solid(hit);
102 // ignore collisions while standing still
106 // check if we hit the floor while falling
107 if(hit.bottom && physic.get_velocity_y() > 0 ) {
110 // check if we hit the roof while climbing
112 physic.set_velocity_y(0);
115 // check if we hit left or right while moving in either direction
116 if(hit.left || hit.right) {
117 dir = dir == LEFT ? RIGHT : LEFT;
118 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
119 physic.set_velocity_x(-0.25*physic.get_velocity_x());
124 SkullyHop::collision_badguy(BadGuy& , const CollisionHit& hit)
126 // behaviour for badguy collisions is the same as for collisions with solids
127 collision_solid(hit);
133 SkullyHop::active_update(float elapsed_time)
135 BadGuy::active_update(elapsed_time);
137 // charge when fully recovered
138 if ((state == STANDING) && (recover_timer.check())) {
143 // jump as soon as charging animation completed
144 if ((state == CHARGING) && (sprite->animation_done())) {
150 IMPLEMENT_FACTORY(SkullyHop, "skullyhop")