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 static const float WALKSPEED = 80;
26 SSpiky::SSpiky(const lisp::Lisp& reader)
27 : WalkingBadguy(reader, "images/creatures/spiky/sleepingspiky.sprite", "left", "right"), state(SSPIKY_SLEEPING)
29 walk_speed = WALKSPEED;
34 SSpiky::write(lisp::Writer& writer)
36 writer.start_list("sspiky");
37 WalkingBadguy::write(writer);
38 writer.end_list("sspiky");
44 state = SSPIKY_SLEEPING;
45 physic.set_velocity_x(0);
46 sprite->set_action(dir == LEFT ? "sleeping-left" : "sleeping-right");
50 SSpiky::collision_solid(const CollisionHit& hit)
52 if(state != SSPIKY_WALKING) {
53 BadGuy::collision_solid(hit);
56 WalkingBadguy::collision_solid(hit);
60 SSpiky::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
62 if(state != SSPIKY_WALKING) {
63 return BadGuy::collision_badguy(badguy, hit);
65 return WalkingBadguy::collision_badguy(badguy, hit);
69 SSpiky::active_update(float elapsed_time) {
71 if(state == SSPIKY_WALKING) {
72 WalkingBadguy::active_update(elapsed_time);
76 if(state == SSPIKY_SLEEPING) {
78 Player* player = this->get_nearest_player();
80 Rect mb = this->get_bbox();
81 Rect pb = player->get_bbox();
83 bool inReach_left = (pb.p2.x >= mb.p2.x-((dir == LEFT) ? 256 : 0));
84 bool inReach_right = (pb.p1.x <= mb.p1.x+((dir == RIGHT) ? 256 : 0));
85 bool inReach_top = (pb.p2.y >= mb.p1.y);
86 bool inReach_bottom = (pb.p1.y <= mb.p2.y);
88 if (inReach_left && inReach_right && inReach_top && inReach_bottom) {
90 sprite->set_action(dir == LEFT ? "waking-left" : "waking-right", 1);
91 state = SSPIKY_WAKING;
95 BadGuy::active_update(elapsed_time);
98 if(state == SSPIKY_WAKING) {
99 if(sprite->animation_done()) {
101 state = SSPIKY_WALKING;
102 WalkingBadguy::initialize();
105 BadGuy::active_update(elapsed_time);
112 WalkingBadguy::freeze();
113 sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
114 state = SSPIKY_WALKING; // if we get hit while sleeping, wake up :)
118 SSpiky::is_freezable() const
123 IMPLEMENT_FACTORY(SSpiky, "sspiky")