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;
35 Zeekling::Zeekling(const Vector& pos, Direction d)
36 : BadGuy(pos, "images/creatures/zeekling/zeekling.sprite")
39 initial_direction = d;
44 Zeekling::write(lisp::Writer& writer)
46 writer.start_list("zeekling");
48 writer.write_float("x", start_position.x);
49 writer.write_float("y", start_position.y);
51 writer.end_list("zeekling");
57 speed = systemRandom.rand(130, 171);
58 if (set_direction) {dir = initial_direction;}
59 physic.set_velocity_x(dir == LEFT ? -speed : speed);
60 physic.enable_gravity(false);
61 sprite->set_action(dir == LEFT ? "left" : "right");
65 Zeekling::collision_squished(Player& player)
67 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
68 kill_squished(player);
74 Zeekling::onBumpHorizontal() {
75 if (state == FLYING) {
76 dir = (dir == LEFT ? RIGHT : LEFT);
77 sprite->set_action(dir == LEFT ? "left" : "right");
78 physic.set_velocity_x(dir == LEFT ? -speed : speed);
80 if (state == DIVING) {
81 dir = (dir == LEFT ? RIGHT : LEFT);
83 sprite->set_action(dir == LEFT ? "left" : "right");
84 physic.set_velocity_x(dir == LEFT ? -speed : speed);
85 physic.set_velocity_y(0);
87 if (state == CLIMBING) {
88 dir = (dir == LEFT ? RIGHT : LEFT);
89 sprite->set_action(dir == LEFT ? "left" : "right");
90 physic.set_velocity_x(dir == LEFT ? -speed : speed);
95 Zeekling::onBumpVertical() {
96 if (state == FLYING) {
97 physic.set_velocity_y(0);
99 if (state == DIVING) {
101 physic.set_velocity_y(speed);
102 sprite->set_action(dir == LEFT ? "left" : "right");
104 if (state == CLIMBING) {
106 physic.set_velocity_y(0);
111 Zeekling::collision_solid(GameObject& , const CollisionHit& hit)
113 if(fabsf(hit.normal.y) > .5) {
123 * linear prediction of player and badguy positions to decide if we should enter the DIVING state
126 Zeekling::should_we_dive() {
127 const MovingObject* player = this->get_nearest_player();
128 if (!player) return false;
130 const MovingObject* badguy = this;
132 const Vector playerPos = player->get_pos();
133 const Vector playerMov = player->get_movement();
135 const Vector badguyPos = badguy->get_pos();
136 const Vector badguyMov = badguy->get_movement();
138 // new vertical speed to test with
139 float vy = -2*fabsf(badguyMov.x);
141 // do not dive if we are not above the player
142 float height = playerPos.y - badguyPos.y;
143 if (height <= 0) return false;
145 // do not dive if we would not descend faster than the player
146 float relSpeed = -vy + playerMov.y;
147 if (relSpeed <= 0) return false;
149 // guess number of frames to descend to same height as player
150 float estFrames = height / relSpeed;
152 // guess where the player would be at this time
153 float estPx = (playerPos.x + (estFrames * playerMov.x));
155 // guess where we would be at this time
156 float estBx = (badguyPos.x + (estFrames * badguyMov.x));
158 // near misses are OK, too
159 if (fabsf(estPx - estBx) < 32) return true;
165 Zeekling::active_update(float elapsed_time) {
166 BadGuy::active_update(elapsed_time);
168 if (state == FLYING) {
169 if (should_we_dive()) {
171 physic.set_velocity_y(-2*fabsf(physic.get_velocity_x()));
172 sprite->set_action(dir == LEFT ? "diving-left" : "diving-right");
177 if (state == DIVING) {
181 if (state == CLIMBING) {
182 // stop climbing when we're back at initial height
183 if (get_pos().y <= start_position.y) {
185 physic.set_velocity_y(0);
192 IMPLEMENT_FACTORY(Zeekling, "zeekling")