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 <christoph.sommer@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)
32 speed = systemRandom.rand(130, 171);
33 physic.enable_gravity(false);
36 Zeekling::Zeekling(const Vector& pos, Direction d)
37 : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite"), last_player(0)
40 speed = systemRandom.rand(130, 171);
41 physic.enable_gravity(false);
45 Zeekling::write(lisp::Writer& writer)
47 writer.start_list("zeekling");
49 writer.write_float("x", start_position.x);
50 writer.write_float("y", start_position.y);
52 writer.end_list("zeekling");
56 Zeekling::initialize()
58 physic.set_velocity_x(dir == LEFT ? -speed : speed);
59 sprite->set_action(dir == LEFT ? "left" : "right");
63 Zeekling::collision_squished(GameObject& object)
65 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
66 kill_squished(object);
72 Zeekling::onBumpHorizontal() {
73 if (state == FLYING) {
74 dir = (dir == LEFT ? RIGHT : LEFT);
75 sprite->set_action(dir == LEFT ? "left" : "right");
76 physic.set_velocity_x(dir == LEFT ? -speed : speed);
78 if (state == DIVING) {
79 dir = (dir == LEFT ? RIGHT : LEFT);
81 sprite->set_action(dir == LEFT ? "left" : "right");
82 physic.set_velocity_x(dir == LEFT ? -speed : speed);
83 physic.set_velocity_y(0);
85 if (state == CLIMBING) {
86 dir = (dir == LEFT ? RIGHT : LEFT);
87 sprite->set_action(dir == LEFT ? "left" : "right");
88 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(const CollisionHit& hit)
113 if(hit.top || hit.bottom) {
115 } else if(hit.left || hit.right) {
121 * linear prediction of player and badguy positions to decide if we should enter the DIVING state
124 Zeekling::should_we_dive() {
126 const MovingObject* player = this->get_nearest_player();
127 if (player && last_player && (player == last_player)) {
129 // get positions, calculate movement
130 const Vector player_pos = player->get_pos();
131 const Vector player_mov = (player_pos - last_player_pos);
132 const Vector self_pos = this->get_pos();
133 const Vector self_mov = (self_pos - last_self_pos);
135 // new vertical speed to test with
136 float vy = 2*fabsf(self_mov.x);
138 // do not dive if we are not above the player
139 float height = player_pos.y - self_pos.y;
140 if (height <= 0) return false;
142 // do not dive if we are too far above the player
143 if (height > 512) return false;
145 // do not dive if we would not descend faster than the player
146 float relSpeed = vy - player_mov.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 = (player_pos.x + (estFrames * player_mov.x));
155 // guess where we would be at this time
156 float estBx = (self_pos.x + (estFrames * self_mov.x));
158 // near misses are OK, too
159 if (fabsf(estPx - estBx) < 8) return true;
162 // update last player tracked, as well as our positions
163 last_player = player;
165 last_player_pos = player->get_pos();
166 last_self_pos = this->get_pos();
173 Zeekling::active_update(float 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");
180 BadGuy::active_update(elapsed_time);
182 } else if (state == DIVING) {
183 BadGuy::active_update(elapsed_time);
185 } else if (state == CLIMBING) {
186 // stop climbing when we're back at initial height
187 if (get_pos().y <= start_position.y) {
189 physic.set_velocity_y(0);
191 BadGuy::active_update(elapsed_time);
198 IMPLEMENT_FACTORY(Zeekling, "zeekling")