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.
22 #include "stalactite.hpp"
23 #include "random_generator.hpp"
25 static const int SHAKE_RANGE_X = 40;
26 static const float SHAKE_TIME = .8f;
27 static const float SQUISH_TIME = 2;
28 static const float SHAKE_RANGE_Y = 400;
30 Stalactite::Stalactite(const lisp::Lisp& lisp)
31 : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
37 Stalactite::write(lisp::Writer& writer)
39 writer.start_list("stalactite");
40 writer.write_float("x", start_position.x);
41 writer.write_float("y", start_position.y);
42 writer.end_list("stalactite");
46 Stalactite::active_update(float elapsed_time)
48 if(state == STALACTITE_HANGING) {
49 Player* player = this->get_nearest_player();
51 if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
52 && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
53 && player->get_bbox().p2.y > bbox.p1.y
54 && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
55 timer.start(SHAKE_TIME);
56 state = STALACTITE_SHAKING;
59 } else if(state == STALACTITE_SHAKING) {
61 state = STALACTITE_FALLING;
62 physic.enable_gravity(true);
64 } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
65 movement = physic.get_movement(elapsed_time);
66 if(state == STALACTITE_SQUISHED && timer.check())
74 state = STALACTITE_SQUISHED;
75 set_group(COLGROUP_MOVING_ONLY_STATIC);
76 sprite->set_action("squished");
78 timer.start(SQUISH_TIME);
82 Stalactite::collision_solid(const CollisionHit& hit)
84 if(state == STALACTITE_FALLING) {
85 if (hit.bottom) squish();
87 if(state == STALACTITE_SQUISHED) {
88 physic.set_velocity_y(0);
93 Stalactite::collision_player(Player& player)
95 if(state != STALACTITE_SQUISHED) {
103 Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
105 if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
106 if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
108 // ignore other Stalactites
109 if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
111 if (other.is_freezable()) {
123 Stalactite::kill_fall()
128 Stalactite::draw(DrawingContext& context)
130 if(get_state() != STATE_ACTIVE)
134 if(state == STALACTITE_SQUISHED) {
135 sprite->draw(context, get_pos(), LAYER_OBJECTS);
139 if(state == STALACTITE_SHAKING) {
140 sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer);
142 sprite->draw(context, get_pos(), layer);
147 Stalactite::deactivate()
149 if(state != STALACTITE_HANGING)
153 IMPLEMENT_FACTORY(Stalactite, "stalactite")