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"), last_player(0)
34 Zeekling::Zeekling(const Vector& pos, Direction d)
35 : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite"), last_player(0)
41 Zeekling::write(lisp::Writer& writer)
43 writer.start_list("zeekling");
45 writer.write_float("x", start_position.x);
46 writer.write_float("y", start_position.y);
48 writer.end_list("zeekling");
54 speed = systemRandom.rand(130, 171);
55 physic.set_velocity_x(dir == LEFT ? -speed : speed);
56 physic.enable_gravity(false);
57 sprite->set_action(dir == LEFT ? "left" : "right");
61 Zeekling::collision_squished(GameObject& object)
63 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
64 kill_squished(object);
70 Zeekling::onBumpHorizontal() {
71 if (state == FLYING) {
72 dir = (dir == LEFT ? RIGHT : LEFT);
73 sprite->set_action(dir == LEFT ? "left" : "right");
74 physic.set_velocity_x(dir == LEFT ? -speed : speed);
76 if (state == DIVING) {
77 dir = (dir == LEFT ? RIGHT : LEFT);
79 sprite->set_action(dir == LEFT ? "left" : "right");
80 physic.set_velocity_x(dir == LEFT ? -speed : speed);
81 physic.set_velocity_y(0);
83 if (state == CLIMBING) {
84 dir = (dir == LEFT ? RIGHT : LEFT);
85 sprite->set_action(dir == LEFT ? "left" : "right");
86 physic.set_velocity_x(dir == LEFT ? -speed : speed);
93 Zeekling::onBumpVertical() {
94 if (state == FLYING) {
95 physic.set_velocity_y(0);
97 if (state == DIVING) {
99 physic.set_velocity_y(-speed);
100 sprite->set_action(dir == LEFT ? "left" : "right");
102 if (state == CLIMBING) {
104 physic.set_velocity_y(0);
109 Zeekling::collision_solid(const CollisionHit& hit)
111 if(hit.top || hit.bottom) {
113 } else if(hit.left || hit.right) {
119 * linear prediction of player and badguy positions to decide if we should enter the DIVING state
122 Zeekling::should_we_dive() {
124 const MovingObject* player = this->get_nearest_player();
125 if (player && last_player && (player == last_player)) {
127 // get positions, calculate movement
128 const Vector player_pos = player->get_pos();
129 const Vector player_mov = (player_pos - last_player_pos);
130 const Vector self_pos = this->get_pos();
131 const Vector self_mov = (self_pos - last_self_pos);
133 // new vertical speed to test with
134 float vy = 2*fabsf(self_mov.x);
136 // do not dive if we are not above the player
137 float height = player_pos.y - self_pos.y;
138 if (height <= 0) return false;
140 // do not dive if we are too far above the player
141 if (height > 512) return false;
143 // do not dive if we would not descend faster than the player
144 float relSpeed = vy - player_mov.y;
145 if (relSpeed <= 0) return false;
147 // guess number of frames to descend to same height as player
148 float estFrames = height / relSpeed;
150 // guess where the player would be at this time
151 float estPx = (player_pos.x + (estFrames * player_mov.x));
153 // guess where we would be at this time
154 float estBx = (self_pos.x + (estFrames * self_mov.x));
156 // near misses are OK, too
157 if (fabsf(estPx - estBx) < 8) return true;
160 // update last player tracked, as well as our positions
161 last_player = player;
163 last_player_pos = player->get_pos();
164 last_self_pos = this->get_pos();
171 Zeekling::active_update(float elapsed_time) {
172 if (state == FLYING) {
173 if (should_we_dive()) {
175 physic.set_velocity_y(2*fabsf(physic.get_velocity_x()));
176 sprite->set_action(dir == LEFT ? "diving-left" : "diving-right");
178 BadGuy::active_update(elapsed_time);
180 } else if (state == DIVING) {
181 BadGuy::active_update(elapsed_time);
183 } else if (state == CLIMBING) {
184 // stop climbing when we're back at initial height
185 if (get_pos().y <= start_position.y) {
187 physic.set_velocity_y(0);
189 BadGuy::active_update(elapsed_time);
196 IMPLEMENT_FACTORY(Zeekling, "zeekling")