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fix warning in rocketexplosion
[supertux.git]
/
src
/
badguy
/
badguy.cpp
diff --git
a/src/badguy/badguy.cpp
b/src/badguy/badguy.cpp
index
cfa3af2
..
690e97a
100644
(file)
--- a/
src/badguy/badguy.cpp
+++ b/
src/badguy/badguy.cpp
@@
-1,7
+1,7
@@
#include <config.h>
#include "badguy.h"
#include <config.h>
#include "badguy.h"
-#include "camera.h"
+#include "
object/
camera.h"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
@@
-10,6
+10,7
@@
static const float Y_OFFSCREEN_DISTANCE = 1200;
BadGuy::BadGuy()
: sprite(0), dir(LEFT), state(STATE_INIT)
{
BadGuy::BadGuy()
: sprite(0), dir(LEFT), state(STATE_INIT)
{
+ hitpoints = 1;
}
BadGuy::~BadGuy()
}
BadGuy::~BadGuy()
@@
-25,9
+26,9
@@
BadGuy::draw(DrawingContext& context)
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
if(state == STATE_FALLING) {
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
if(state == STATE_FALLING) {
-
sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
} else {
} else {
-
sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
}
}
}
@@
-97,7
+98,7
@@
BadGuy::collision(GameObject& other, const CollisionHit& hit)
return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy)
+ if(badguy
&& badguy->state == STATE_ACTIVE
)
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
@@
-131,8
+132,16
@@
BadGuy::collision_player(Player& player, const CollisionHit& hit)
return ABORT_MOVE;
}
if(hit.normal.y > .9) {
return ABORT_MOVE;
}
if(hit.normal.y > .9) {
+ //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
+ // give badguys some invincible time (prevent them from being hit multiple times)
+ // use hitpoints also when hit by fireball or invincible tux
+ hitpoints--;
if(collision_squished(player))
return ABORT_MOVE;
if(collision_squished(player))
return ABORT_MOVE;
+ else if (hitpoints <= 0) {
+ player.kill(Player::SHRINK);
+ return FORCE_MOVE;
+ }
}
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
player.kill(Player::SHRINK);
return FORCE_MOVE;
@@
-155,6
+164,7
@@
BadGuy::kill_squished(Player& player)
{
SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
player.get_pos());
{
SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
player.get_pos());
+ physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
@@
-189,11
+199,14
@@
BadGuy::set_state(State state)
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
- if(laststate == STATE_SQUISHED || laststate == STATE_
SQUISHED
) {
+ if(laststate == STATE_SQUISHED || laststate == STATE_
FALLING
) {
remove_me();
}
flags |= FLAG_NO_COLLDET;
break;
remove_me();
}
flags |= FLAG_NO_COLLDET;
break;
+ case STATE_FALLING:
+ flags |= FLAG_NO_COLLDET;
+ break;
default:
break;
}
default:
break;
}