2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "badguy/sspiky.hpp"
19 #include "object/player.hpp"
20 #include "sprite/sprite.hpp"
21 #include "supertux/object_factory.hpp"
23 static const float WALKSPEED = 80;
25 SSpiky::SSpiky(const Reader& reader)
26 : WalkingBadguy(reader, "images/creatures/spiky/sleepingspiky.sprite", "left", "right"), state(SSPIKY_SLEEPING)
28 walk_speed = WALKSPEED;
35 state = SSPIKY_SLEEPING;
36 physic.set_velocity_x(0);
37 sprite->set_action(dir == LEFT ? "sleeping-left" : "sleeping-right");
41 SSpiky::collision_solid(const CollisionHit& hit)
43 if(state != SSPIKY_WALKING) {
44 BadGuy::collision_solid(hit);
47 WalkingBadguy::collision_solid(hit);
51 SSpiky::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
53 if(state != SSPIKY_WALKING) {
54 return BadGuy::collision_badguy(badguy, hit);
56 return WalkingBadguy::collision_badguy(badguy, hit);
60 SSpiky::active_update(float elapsed_time) {
62 if(state == SSPIKY_WALKING) {
63 WalkingBadguy::active_update(elapsed_time);
67 if(state == SSPIKY_SLEEPING) {
69 Player* player = this->get_nearest_player();
71 Rect mb = this->get_bbox();
72 Rect pb = player->get_bbox();
74 bool inReach_left = (pb.p2.x >= mb.p2.x-((dir == LEFT) ? 256 : 0));
75 bool inReach_right = (pb.p1.x <= mb.p1.x+((dir == RIGHT) ? 256 : 0));
76 bool inReach_top = (pb.p2.y >= mb.p1.y);
77 bool inReach_bottom = (pb.p1.y <= mb.p2.y);
79 if (inReach_left && inReach_right && inReach_top && inReach_bottom) {
81 sprite->set_action(dir == LEFT ? "waking-left" : "waking-right", 1);
82 state = SSPIKY_WAKING;
86 BadGuy::active_update(elapsed_time);
89 if(state == SSPIKY_WAKING) {
90 if(sprite->animation_done()) {
92 state = SSPIKY_WALKING;
93 WalkingBadguy::initialize();
96 BadGuy::active_update(elapsed_time);
103 WalkingBadguy::freeze();
104 sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
105 state = SSPIKY_WALKING; // if we get hit while sleeping, wake up :)
109 SSpiky::is_freezable() const
114 IMPLEMENT_FACTORY(SSpiky, "sspiky");