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Small bug
[supertux.git]
/
src
/
badguy
/
badguy.hpp
diff --git
a/src/badguy/badguy.hpp
b/src/badguy/badguy.hpp
index
775478a
..
eee973f
100644
(file)
--- a/
src/badguy/badguy.hpp
+++ b/
src/badguy/badguy.hpp
@@
-1,7
+1,7
@@
// $Id$
// $Id$
-//
+//
// SuperTux
// SuperTux
-// Copyright (C) 200
5
Matthias Braun <matze@braunis.de>
+// Copyright (C) 200
6
Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
@@
-12,19
+12,18
@@
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
02111-1307, USA.
+
#ifndef __BADGUY_H__
#define __BADGUY_H__
// moved them here to make it less typing when implementing new badguys
#include <math.h>
#include "timer.hpp"
#ifndef __BADGUY_H__
#define __BADGUY_H__
// moved them here to make it less typing when implementing new badguys
#include <math.h>
#include "timer.hpp"
-#include "moving_object.hpp"
-#include "sprite/sprite.hpp"
+#include "object/moving_sprite.hpp"
#include "physic.hpp"
#include "object/player.hpp"
#include "serializable.hpp"
#include "physic.hpp"
#include "object/player.hpp"
#include "serializable.hpp"
@@
-38,13
+37,13
@@
#include "video/drawing_context.hpp"
#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
#include "video/drawing_context.hpp"
#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
-#include "sprite/sprite_manager.hpp"
-class BadGuy : public Moving
Object
, public Serializable
+class BadGuy : public Moving
Sprite
, public Serializable
{
public:
{
public:
- BadGuy();
- ~BadGuy();
+ BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ virtual BadGuy* clone() const = 0;
/** Called when the badguy is drawn. The default implementation simply draws
* the badguy sprite on screen
/** Called when the badguy is drawn. The default implementation simply draws
* the badguy sprite on screen
@@
-72,7
+71,7
@@
public:
/** Writes out the badguy into the included lisp::Writer. Useful e.g. when
* converting an old-format level to the new format.
*/
/** Writes out the badguy into the included lisp::Writer. Useful e.g. when
* converting an old-format level to the new format.
*/
- virtual void save(lisp::Writer& );
+ virtual void save(lisp::Writer&
writer
);
Vector get_start_position() const
{
Vector get_start_position() const
{
@@
-111,6
+110,10
@@
protected:
*/
virtual bool collision_squished(Player& player);
*/
virtual bool collision_squished(Player& player);
+ /** Called when the badguy collided with a bullet */
+ virtual HitResponse collision_bullet(Bullet& bullet,
+ const CollisionHit& hit);
+
/** called each frame when the badguy is activated. */
virtual void active_update(float elapsed_time);
/** called each frame when the badguy is not activated. */
/** called each frame when the badguy is activated. */
virtual void active_update(float elapsed_time);
/** called each frame when the badguy is not activated. */
@@
-131,13
+134,10
@@
protected:
{ return state; }
/**
{ return state; }
/**
- * returns a pointer to the player, try to avoid this function to avoid
- * problems later when we have multiple players or no player in scripted
- * sequence.
+ * returns a pointer to the nearest player or 0 if no player is available
*/
*/
- Player* get_player();
+ Player* get_
nearest_
player();
- Sprite* sprite;
Physic physic;
/// is the enemy activated
Physic physic;
/// is the enemy activated
@@
-147,10
+147,16
@@
protected:
* after being deactivated.
*/
bool is_offscreen();
* after being deactivated.
*/
bool is_offscreen();
-
+ /**
+ * Returns true if we might soon fall at least @c height pixels. Minimum
+ * value for height is 1 pixel
+ */
+ bool might_fall(int height = 1);
+
Vector start_position;
Direction dir;
Vector start_position;
Direction dir;
+
private:
void try_activate();
private:
void try_activate();