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;
25 static const float WAKE_TIME = .5;
27 SSpiky::SSpiky(const lisp::Lisp& reader)
28 : BadGuy(reader, "images/creatures/spiky/sleepingspiky.sprite"), state(SSPIKY_SLEEPING)
33 SSpiky::write(lisp::Writer& writer)
35 writer.start_list("sspiky");
37 writer.write_float("x", start_position.x);
38 writer.write_float("y", start_position.y);
40 writer.end_list("sspiky");
46 //FIXME: turns sspiky around for debugging
47 dir = dir == LEFT ? RIGHT : LEFT;
49 state = SSPIKY_SLEEPING;
50 physic.set_velocity_x(0);
51 sprite->set_action(dir == LEFT ? "sleeping-left" : "sleeping-right");
57 SSpiky::collision_solid(GameObject& , const CollisionHit& hit)
59 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
60 physic.set_velocity_y(0);
61 } else { // hit right or left
62 dir = dir == LEFT ? RIGHT : LEFT;
63 sprite->set_action(dir == LEFT ? "left" : "right");
64 physic.set_velocity_x(-physic.get_velocity_x());
71 SSpiky::collision_badguy(BadGuy& , const CollisionHit& hit)
73 if(state != SSPIKY_WALKING) return CONTINUE;
75 if(fabsf(hit.normal.x) > .8) { // left or right
76 dir = dir == LEFT ? RIGHT : LEFT;
77 sprite->set_action(dir == LEFT ? "left" : "right");
78 physic.set_velocity_x(-physic.get_velocity_x());
85 SSpiky::active_update(float elapsed_time) {
86 BadGuy::active_update(elapsed_time);
88 if(state == SSPIKY_SLEEPING) {
90 Player* player = this->get_nearest_player();
92 Rect mb = this->get_bbox();
93 Rect pb = player->get_bbox();
95 bool inReach_left = (pb.p2.x >= mb.p2.x-((dir == LEFT) ? 256 : 0));
96 bool inReach_right = (pb.p1.x <= mb.p1.x+((dir == RIGHT) ? 256 : 0));
97 bool inReach_top = (pb.p2.y >= mb.p2.y);
98 bool inReach_bottom = (pb.p1.y <= mb.p1.y);
100 if (inReach_left && inReach_right && inReach_top && inReach_bottom) {
102 sprite->set_action(dir == LEFT ? "waking-left" : "waking-right");
103 if(!timer.started()) timer.start(WAKE_TIME);
104 state = SSPIKY_WAKING;
109 if(state == SSPIKY_WAKING) {
112 sprite->set_action(dir == LEFT ? "left" : "right");
113 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
114 state = SSPIKY_WALKING;
119 IMPLEMENT_FACTORY(SSpiky, "sspiky")