3 // Zeekling - flyer that swoops down when she spots the player
4 // Copyright (C) 2005 Matthias Braun <matze@braunis.de>
5 // Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License
9 // as published by the Free Software Foundation; either version 2
10 // of the License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful,
13 // but WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 // GNU General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
25 #include "zeekling.hpp"
26 #include "random_generator.hpp"
28 Zeekling::Zeekling(const lisp::Lisp& reader)
29 : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite")
31 set_direction = false;
32 reader.get("direction", direction);
33 if( direction != "auto" && direction != ""){
35 initial_direction = str2dir( direction );
40 Zeekling::Zeekling(const Vector& pos, Direction d)
41 : BadGuy(pos, "images/creatures/zeekling/zeekling.sprite")
44 initial_direction = d;
49 Zeekling::write(lisp::Writer& writer)
51 writer.start_list("zeekling");
53 writer.write_string("direction", direction);
54 writer.write_float("x", start_position.x);
55 writer.write_float("y", start_position.y);
57 writer.end_list("zeekling");
63 speed = systemRandom.rand(130, 171);
64 if (set_direction) {dir = initial_direction;}
65 physic.set_velocity_x(dir == LEFT ? -speed : speed);
66 physic.enable_gravity(false);
67 sprite->set_action(dir == LEFT ? "left" : "right");
71 Zeekling::collision_squished(Player& player)
73 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
74 kill_squished(player);
80 Zeekling::onBumpHorizontal() {
81 if (state == FLYING) {
82 dir = (dir == LEFT ? RIGHT : LEFT);
83 sprite->set_action(dir == LEFT ? "left" : "right");
84 physic.set_velocity_x(dir == LEFT ? -speed : speed);
86 if (state == DIVING) {
87 dir = (dir == LEFT ? RIGHT : LEFT);
89 sprite->set_action(dir == LEFT ? "left" : "right");
90 physic.set_velocity_x(dir == LEFT ? -speed : speed);
91 physic.set_velocity_y(0);
93 if (state == CLIMBING) {
94 dir = (dir == LEFT ? RIGHT : LEFT);
95 sprite->set_action(dir == LEFT ? "left" : "right");
96 physic.set_velocity_x(dir == LEFT ? -speed : speed);
101 Zeekling::onBumpVertical() {
102 if (state == FLYING) {
103 physic.set_velocity_y(0);
105 if (state == DIVING) {
107 physic.set_velocity_y(-speed);
108 sprite->set_action(dir == LEFT ? "left" : "right");
110 if (state == CLIMBING) {
112 physic.set_velocity_y(0);
117 Zeekling::collision_solid(GameObject& , const CollisionHit& hit)
119 if(fabsf(hit.normal.y) > .5) {
129 * linear prediction of player and badguy positions to decide if we should enter the DIVING state
132 Zeekling::should_we_dive() {
133 const MovingObject* player = this->get_nearest_player();
134 if (!player) return false;
136 const MovingObject* badguy = this;
138 const Vector playerPos = player->get_pos();
139 const Vector playerMov = player->get_movement();
141 const Vector badguyPos = badguy->get_pos();
142 const Vector badguyMov = badguy->get_movement();
144 // new vertical speed to test with
145 float vy = -2*fabsf(badguyMov.x);
147 // do not dive if we are not above the player
148 float height = playerPos.y - badguyPos.y;
149 if (height <= 0) return false;
151 // do not dive if we would not descend faster than the player
152 float relSpeed = -vy + playerMov.y;
153 if (relSpeed <= 0) return false;
155 // guess number of frames to descend to same height as player
156 float estFrames = height / relSpeed;
158 // guess where the player would be at this time
159 float estPx = (playerPos.x + (estFrames * playerMov.x));
161 // guess where we would be at this time
162 float estBx = (badguyPos.x + (estFrames * badguyMov.x));
164 // near misses are OK, too
165 if (fabsf(estPx - estBx) < 32) return true;
171 Zeekling::active_update(float elapsed_time) {
172 BadGuy::active_update(elapsed_time);
174 if (state == FLYING) {
175 if (should_we_dive()) {
177 physic.set_velocity_y(2*fabsf(physic.get_velocity_x()));
178 sprite->set_action(dir == LEFT ? "diving-left" : "diving-right");
183 if (state == DIVING) {
187 if (state == CLIMBING) {
188 // stop climbing when we're back at initial height
189 if (get_pos().y <= start_position.y) {
191 physic.set_velocity_y(0);
198 IMPLEMENT_FACTORY(Zeekling, "zeekling")