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 #include "poisonivy.hpp"
25 #include "random_generator.hpp"
26 #include "object/sprite_particle.hpp"
27 #include "lisp/writer.hpp"
28 #include "object_factory.hpp"
29 #include "audio/sound_manager.hpp"
34 static const float WALKSPEED = 120;
35 static const float INVINCIBLE_TIME = 1;
37 Stumpy::Stumpy(const lisp::Lisp& reader)
38 : WalkingBadguy(reader, "images/creatures/mr_tree/stumpy.sprite","left","right"), mystate(STATE_NORMAL)
40 walk_speed = WALKSPEED;
42 sound_manager->preload("sounds/mr_treehit.ogg");
45 Stumpy::Stumpy(const Vector& pos, Direction d)
46 : WalkingBadguy(pos, d, "images/creatures/mr_tree/stumpy.sprite","left","right"), mystate(STATE_INVINCIBLE)
48 walk_speed = WALKSPEED;
50 sound_manager->preload("sounds/mr_treehit.ogg");
51 invincible_timer.start(INVINCIBLE_TIME);
56 Stumpy::write(lisp::Writer& writer)
58 writer.start_list("stumpy");
59 WalkingBadguy::write(writer);
60 writer.end_list("stumpy");
67 case STATE_INVINCIBLE:
68 sprite->set_action(dir == LEFT ? "dizzy-left" : "dizzy-right");
69 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
70 physic.set_velocity_x(0);
73 WalkingBadguy::initialize();
79 Stumpy::active_update(float elapsed_time)
82 case STATE_INVINCIBLE:
83 if (invincible_timer.check()) {
84 mystate = STATE_NORMAL;
85 WalkingBadguy::initialize();
87 BadGuy::active_update(elapsed_time);
90 WalkingBadguy::active_update(elapsed_time);
96 Stumpy::collision_squished(GameObject& object)
99 // if we're still invincible, we ignore the hit
100 if (mystate == STATE_INVINCIBLE) {
101 sound_manager->play("sounds/mr_treehit.ogg", get_pos());
102 Player* player = dynamic_cast<Player*>(&object);
103 if (player) player->bounce(*this);
107 // if we can die, we do
108 if (mystate == STATE_NORMAL) {
109 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
110 set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
111 kill_squished(object);
112 // spawn some particles
113 // TODO: provide convenience function in MovingSprite or MovingObject?
114 for (int i = 0; i < 25; i++) {
115 Vector ppos = bbox.get_middle();
116 float angle = systemRandom.randf(-M_PI_2, M_PI_2);
117 float velocity = systemRandom.randf(45, 90);
118 float vx = sin(angle)*velocity;
119 float vy = -cos(angle)*velocity;
120 Vector pspeed = Vector(vx, vy);
121 Vector paccel = Vector(0, 100);
122 Sector::current()->add_object(new SpriteParticle("images/objects/particles/bark.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
134 Stumpy::collision_solid(const CollisionHit& hit)
136 update_on_ground_flag(hit);
139 case STATE_INVINCIBLE:
140 if(hit.top || hit.bottom) {
141 physic.set_velocity_y(0);
143 if(hit.left || hit.right) {
144 physic.set_velocity_x(0);
148 WalkingBadguy::collision_solid(hit);
154 Stumpy::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
157 case STATE_INVINCIBLE:
158 if(hit.top || hit.bottom) {
159 physic.set_velocity_y(0);
161 if(hit.left || hit.right) {
162 physic.set_velocity_x(0);
167 return WalkingBadguy::collision_badguy(badguy, hit);
173 IMPLEMENT_FACTORY(Stumpy, "stumpy")