1 // $Id: skullyhop.cpp 2960 2005-12-28 00:09:51Z matzebraun $
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"
25 const float VERTICAL_SPEED = 450; /**< y-speed when jumping */
26 const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
27 const float MIN_RECOVER_TIME = 0.1; /**< minimum time to stand still before starting a (new) jump */
28 const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */
31 SkullyHop::SkullyHop(const lisp::Lisp& reader)
33 reader.get("x", start_position.x);
34 reader.get("y", start_position.y);
35 bbox.set_size(33.8, 43.8); //sprite is 34x44
36 sprite = sprite_manager->create("images/creatures/skullyhop/skullyhop.sprite");
37 has_initial_direction = false;
40 SkullyHop::SkullyHop(float pos_x, float pos_y, Direction d)
42 start_position.x = pos_x;
43 start_position.y = pos_y;
44 bbox.set_size(33.8, 43.8); //sprite is 34x44
45 sprite = sprite_manager->create("images/creatures/skullyhop/skullyhop.sprite");
46 has_initial_direction = true;
47 initial_direction = d;
51 SkullyHop::write(lisp::Writer& writer)
53 writer.start_list("skullyhop");
54 writer.write_float("x", start_position.x);
55 writer.write_float("y", start_position.y);
56 writer.end_list("skullyhop");
62 if (has_initial_direction) dir = initial_direction;
64 // initial state is JUMPING, because we might start airborne
66 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
70 SkullyHop::set_state(SkullyHopState newState)
72 if (newState == STANDING) {
73 physic.set_velocity_x(0);
74 physic.set_velocity_y(0);
75 sprite->set_action(dir == LEFT ? "standing-left" : "standing-right");
77 float recover_time = MIN_RECOVER_TIME + (float)rand() / RAND_MAX * (MAX_RECOVER_TIME - MIN_RECOVER_TIME);
78 recover_timer.start(recover_time);
80 if (newState == CHARGING) {
81 sprite->set_action(dir == LEFT ? "charging-left" : "charging-right", 1);
83 if (newState == JUMPING) {
84 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
85 physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
86 physic.set_velocity_y(VERTICAL_SPEED);
93 SkullyHop::collision_squished(Player& player)
95 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
96 kill_squished(player);
101 SkullyHop::collision_solid(GameObject& , const CollisionHit& hit)
103 // ignore collisions while standing still
104 if(state != JUMPING) return CONTINUE;
106 // check if we hit the floor while falling
107 if ((hit.normal.y < 0) && (physic.get_velocity_y() < 0)) {
111 // check if we hit the roof while climbing
112 if ((hit.normal.y > 0) && (physic.get_velocity_y() > 0)) {
113 physic.set_velocity_y(0);
116 // check if we hit left or right while moving in either direction
117 if ((hit.normal.x != 0) && (physic.get_velocity_x() != 0)) {
118 dir = dir == LEFT ? RIGHT : LEFT;
119 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
120 physic.set_velocity_x(-0.25*physic.get_velocity_x());
127 SkullyHop::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
129 // behaviour for badguy collisions is the same as for collisions with solids
130 return collision_solid(badguy, hit);
134 SkullyHop::active_update(float elapsed_time)
136 BadGuy::active_update(elapsed_time);
138 // charge when fully recovered
139 if ((state == STANDING) && (recover_timer.check())) {
144 // jump as soon as charging animation completed
145 if ((state == CHARGING) && (sprite->animation_done())) {
151 IMPLEMENT_FACTORY(SkullyHop, "skullyhop")