5 #include "object/camera.h"
6 #include "yeti_stalactite.h"
8 static const float JUMP_VEL1 = 250;
9 static const float JUMP_VEL2 = 700;
10 static const float RUN_SPEED = 350;
11 static const float JUMP_TIME = 1.6;
12 static const float ANGRY_JUMP_WAIT = .5;
13 static const int INITIAL_HITPOINTS = 3;
14 static const int INITIAL_BULLET_HP = 10;
16 Yeti::Yeti(const lisp::Lisp& reader)
18 reader.get("x", start_position.x);
19 reader.get("y", start_position.y);
20 bbox.set_size(80, 120);
21 sprite = sprite_manager->create("yeti");
24 hitpoints = INITIAL_HITPOINTS;
25 bullet_hitpoints = INITIAL_BULLET_HP;
26 sound_gna = SoundManager::get()->load_sound(
27 get_resource_filename("sounds/yeti_gna.wav"));
28 sound_roar = SoundManager::get()->load_sound(
29 get_resource_filename("sounds/yeti_roar.wav"));
34 Mix_FreeChunk(sound_gna);
38 Yeti::active_action(float elapsed_time)
44 physic.set_velocity_x(RUN_SPEED);
46 physic.set_velocity_y(JUMP_VEL2);
49 physic.set_velocity_x(-RUN_SPEED);
51 physic.set_velocity_y(JUMP_VEL2);
56 SoundManager::get()->play_sound(sound_gna);
57 physic.set_velocity_y(JUMP_VEL1);
64 movement = physic.get_movement(elapsed_time);
70 // jump and move right
71 physic.set_velocity_y(JUMP_VEL1);
72 physic.set_velocity_x(RUN_SPEED);
74 timer.start(JUMP_TIME);
80 physic.set_velocity_y(JUMP_VEL1);
81 physic.set_velocity_x(-RUN_SPEED);
83 timer.start(JUMP_TIME);
90 timer.start(ANGRY_JUMP_WAIT);
91 state = ANGRY_JUMPING;
92 physic.set_velocity_x(0);
96 Yeti::collision_player(Player& player, const CollisionHit& hit)
98 if(player.is_invincible()) {
102 if(hit.normal.y > .9) {
105 SoundManager::get()->play_sound(sound_roar);
106 if(collision_squished(player))
108 else if (hitpoints <= 0) {
109 bullet_hitpoints = 0;
110 player.kill(Player::SHRINK);
114 std::cout << "COLLISION - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
115 player.kill(Player::SHRINK);
120 Yeti::collision_squished(Player& player)
123 player.bounce(*this);
124 if (hitpoints <= 0) {
125 bullet_hitpoints = 0;
126 //sprite->set_action("dead");
127 kill_squished(player);
134 Yeti::write(lisp::Writer& )
139 Yeti::drop_stalactite()
141 YetiStalactite* nearest = 0;
142 float dist = FLT_MAX;
144 Sector* sector = Sector::current();
145 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
146 i != sector->gameobjects.end(); ++i) {
147 YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
148 if(stalactite && stalactite->is_hanging()) {
150 = fabsf(stalactite->get_pos().x - sector->player->get_pos().x);
152 nearest = stalactite;
159 nearest->start_shaking();
163 Yeti::collision_solid(GameObject& , const CollisionHit& hit)
165 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
166 physic.set_velocity_y(0);
169 } else if(state == GO_LEFT && !timer.started()) {
172 } else if(state == GO_RIGHT && !timer.started()) {
175 } else if(state == ANGRY_JUMPING) {
176 if(!timer.started()) {
179 // make a stalactite falling down and shake camera a bit
180 Sector::current()->camera->shake(.1, 0, 10);
183 // go to other side after 3 jumps
191 timer.start(ANGRY_JUMP_WAIT);
203 SoundManager::get()->play_sound(sound_roar);
205 if (bullet_hitpoints <= 0) {
206 SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
207 Sector::current()->player->get_pos());
208 physic.set_velocity_y(0);
209 physic.enable_gravity(true);
210 set_state(STATE_FALLING);
212 std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
215 IMPLEMENT_FACTORY(Yeti, "yeti")