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Use run_dead_script wherever possible and make kill_* operations only do stuff once
[supertux.git]
/
src
/
badguy
/
stalactite.cpp
diff --git
a/src/badguy/stalactite.cpp
b/src/badguy/stalactite.cpp
index
46d16f6
..
f810d7c
100644
(file)
--- a/
src/badguy/stalactite.cpp
+++ b/
src/badguy/stalactite.cpp
@@
-20,25
+20,31
@@
#include <config.h>
#include "stalactite.hpp"
#include <config.h>
#include "stalactite.hpp"
+
#include "random_generator.hpp"
#include "random_generator.hpp"
+#include "lisp/writer.hpp"
+#include "object_factory.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
static const int SHAKE_RANGE_X = 40;
static const int SHAKE_RANGE_X = 40;
-static const float SHAKE_TIME = .8;
+static const float SHAKE_TIME = .8
f
;
static const float SQUISH_TIME = 2;
static const float SHAKE_RANGE_Y = 400;
Stalactite::Stalactite(const lisp::Lisp& lisp)
static const float SQUISH_TIME = 2;
static const float SHAKE_RANGE_Y = 400;
Stalactite::Stalactite(const lisp::Lisp& lisp)
- : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
+
: BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
{
countMe = false;
{
countMe = false;
+ set_colgroup_active(COLGROUP_TOUCHABLE);
}
void
Stalactite::write(lisp::Writer& writer)
{
writer.start_list("stalactite");
}
void
Stalactite::write(lisp::Writer& writer)
{
writer.start_list("stalactite");
- writer.write
_float
("x", start_position.x);
- writer.write
_float
("y", start_position.y);
+ writer.write("x", start_position.x);
+ writer.write("y", start_position.y);
writer.end_list("stalactite");
}
writer.end_list("stalactite");
}
@@
-51,7
+57,7
@@
Stalactite::active_update(float elapsed_time)
if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
&& player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
&& player->get_bbox().p2.y > bbox.p1.y
if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
&& player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
&& player->get_bbox().p2.y > bbox.p1.y
- && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
+
&& player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
}
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
}
@@
-59,7
+65,8
@@
Stalactite::active_update(float elapsed_time)
} else if(state == STALACTITE_SHAKING) {
if(timer.check()) {
state = STALACTITE_FALLING;
} else if(state == STALACTITE_SHAKING) {
if(timer.check()) {
state = STALACTITE_FALLING;
- physic.gravity_enabled = true;
+ physic.enable_gravity(true);
+ set_colgroup_active(COLGROUP_MOVING);
}
} else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
movement = physic.get_movement(elapsed_time);
}
} else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
movement = physic.get_movement(elapsed_time);
@@
-72,7
+79,7
@@
void
Stalactite::squish()
{
state = STALACTITE_SQUISHED;
Stalactite::squish()
{
state = STALACTITE_SQUISHED;
- set_
group
(COLGROUP_MOVING_ONLY_STATIC);
+ set_
colgroup_active
(COLGROUP_MOVING_ONLY_STATIC);
sprite->set_action("squished");
if(!timer.started())
timer.start(SQUISH_TIME);
sprite->set_action("squished");
if(!timer.started())
timer.start(SQUISH_TIME);
@@
-85,7
+92,7
@@
Stalactite::collision_solid(const CollisionHit& hit)
if (hit.bottom) squish();
}
if(state == STALACTITE_SQUISHED) {
if (hit.bottom) squish();
}
if(state == STALACTITE_SQUISHED) {
- physic.
vy = 0
;
+ physic.
set_velocity_y(0)
;
}
}
}
}
@@
-99,15
+106,16
@@
Stalactite::collision_player(Player& player)
return FORCE_MOVE;
}
return FORCE_MOVE;
}
-HitResponse
+HitResponse
Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
- if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
// ignore other Stalactites
if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
// ignore other Stalactites
if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
+ if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
+
if (other.is_freezable()) {
other.freeze();
} else {
if (other.is_freezable()) {
other.freeze();
} else {
@@
-130,7
+138,7
@@
Stalactite::draw(DrawingContext& context)
if(get_state() != STATE_ACTIVE)
return;
if(get_state() != STATE_ACTIVE)
return;
-
+
if(state == STALACTITE_SQUISHED) {
sprite->draw(context, get_pos(), LAYER_OBJECTS);
return;
if(state == STALACTITE_SQUISHED) {
sprite->draw(context, get_pos(), LAYER_OBJECTS);
return;