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badguys now have normal hitpoints and bullet hitpoints, so you can make them need...
[supertux.git]
/
src
/
badguy
/
yeti.cpp
diff --git
a/src/badguy/yeti.cpp
b/src/badguy/yeti.cpp
index
8ab9f9d
..
5412c97
100644
(file)
--- a/
src/badguy/yeti.cpp
+++ b/
src/badguy/yeti.cpp
@@
-12,6
+12,7
@@
static const float JUMP_TIME = 1.6;
static const float ANGRY_JUMP_WAIT = .5;
static const float STUN_TIME = 2;
static const int INITIAL_HITPOINTS = 3;
static const float ANGRY_JUMP_WAIT = .5;
static const float STUN_TIME = 2;
static const int INITIAL_HITPOINTS = 3;
+static const int INITIAL_BULLET_HP = 10;
Yeti::Yeti(const lisp::Lisp& reader)
{
Yeti::Yeti(const lisp::Lisp& reader)
{
@@
-22,6
+23,7
@@
Yeti::Yeti(const lisp::Lisp& reader)
state = INIT;
side = LEFT;
hitpoints = INITIAL_HITPOINTS;
state = INIT;
side = LEFT;
hitpoints = INITIAL_HITPOINTS;
+ bullet_hitpoints = INITIAL_BULLET_HP;
sound_gna = SoundManager::get()->load_sound(
get_resource_filename("sounds/yeti_gna.wav"));
sound_roar = SoundManager::get()->load_sound(
sound_gna = SoundManager::get()->load_sound(
get_resource_filename("sounds/yeti_gna.wav"));
sound_roar = SoundManager::get()->load_sound(
@@
-120,9
+122,11
@@
Yeti::collision_player(Player& player, const CollisionHit& hit)
//TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
// give badguys some invincible time (prevent them from being hit multiple times)
hitpoints--;
//TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
// give badguys some invincible time (prevent them from being hit multiple times)
hitpoints--;
+ bullet_hitpoints--;
if(collision_squished(player))
return ABORT_MOVE;
else if (hitpoints <= 0) {
if(collision_squished(player))
return ABORT_MOVE;
else if (hitpoints <= 0) {
+ bullet_hitpoints = 0;
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
@@
-232,8
+236,8
@@
void
Yeti::kill_fall()
{
SoundManager::get()->play_sound(sound_roar);
Yeti::kill_fall()
{
SoundManager::get()->play_sound(sound_roar);
- hitpoints--;
- if (hitpoints <= 0) {
+
bullet_
hitpoints--;
+ if (
bullet_
hitpoints <= 0) {
SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
Sector::current()->player->get_pos());
physic.set_velocity_y(0);
SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
Sector::current()->player->get_pos());
physic.set_velocity_y(0);