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 = 0.1; /**< minimum time to stand still before starting a (new) jump */
29 const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */
32 SkullyHop::SkullyHop(const lisp::Lisp& reader)
33 : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
37 SkullyHop::SkullyHop(const Vector& pos, Direction d)
38 : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
43 SkullyHop::write(lisp::Writer& writer)
45 writer.start_list("skullyhop");
46 writer.write_float("x", start_position.x);
47 writer.write_float("y", start_position.y);
48 writer.end_list("skullyhop");
54 // initial state is JUMPING, because we might start airborne
56 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
60 SkullyHop::set_state(SkullyHopState newState)
62 if (newState == STANDING) {
63 physic.set_velocity_x(0);
64 physic.set_velocity_y(0);
65 sprite->set_action(dir == LEFT ? "standing-left" : "standing-right");
67 float recover_time = systemRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME);
68 recover_timer.start(recover_time);
70 if (newState == CHARGING) {
71 sprite->set_action(dir == LEFT ? "charging-left" : "charging-right", 1);
73 if (newState == JUMPING) {
74 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
75 physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
76 physic.set_velocity_y(VERTICAL_SPEED);
83 SkullyHop::collision_squished(Player& player)
85 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
86 kill_squished(player);
91 SkullyHop::collision_solid(GameObject& , const CollisionHit& hit)
93 // ignore collisions while standing still
94 if(state != JUMPING) return CONTINUE;
96 // check if we hit the floor while falling
97 if ((hit.normal.y < 0) && (physic.get_velocity_y() > 0)) {
101 // check if we hit the roof while climbing
102 if ((hit.normal.y > 0) && (physic.get_velocity_y() < 0)) {
103 physic.set_velocity_y(0);
106 // check if we hit left or right while moving in either direction
107 if ((hit.normal.x != 0) && (physic.get_velocity_x() != 0)) {
108 dir = dir == LEFT ? RIGHT : LEFT;
109 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
110 physic.set_velocity_x(-0.25*physic.get_velocity_x());
117 SkullyHop::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
119 // behaviour for badguy collisions is the same as for collisions with solids
120 return collision_solid(badguy, hit);
124 SkullyHop::active_update(float elapsed_time)
126 BadGuy::active_update(elapsed_time);
128 // charge when fully recovered
129 if ((state == STANDING) && (recover_timer.check())) {
134 // jump as soon as charging animation completed
135 if ((state == CHARGING) && (sprite->animation_done())) {
141 IMPLEMENT_FACTORY(SkullyHop, "skullyhop")