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Rolled back bomb to old behaviour, some bomb gfx tuning
[supertux.git]
/
src
/
badguy
/
zeekling.cpp
diff --git
a/src/badguy/zeekling.cpp
b/src/badguy/zeekling.cpp
index
85b2d47
..
ffea907
100644
(file)
--- a/
src/badguy/zeekling.cpp
+++ b/
src/badguy/zeekling.cpp
@@
-2,7
+2,7
@@
//
// Zeekling - flyer that swoops down when she spots the player
// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
//
// Zeekling - flyer that swoops down when she spots the player
// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
-// Copyright (C) 2006 Christoph Sommer <
supertux
@2006.expires.deltadevelopment.de>
+// Copyright (C) 2006 Christoph Sommer <
christoph.sommer
@2006.expires.deltadevelopment.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
@@
-26,15
+26,19
@@
#include "random_generator.hpp"
Zeekling::Zeekling(const lisp::Lisp& reader)
#include "random_generator.hpp"
Zeekling::Zeekling(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite")
+ : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite")
, last_player(0)
{
state = FLYING;
{
state = FLYING;
+ speed = systemRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
Zeekling::Zeekling(const Vector& pos, Direction d)
}
Zeekling::Zeekling(const Vector& pos, Direction d)
- : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite")
+ : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite")
, last_player(0)
{
state = FLYING;
{
state = FLYING;
+ speed = systemRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
void
}
void
@@
-49,19
+53,17
@@
Zeekling::write(lisp::Writer& writer)
}
void
}
void
-Zeekling::
activat
e()
+Zeekling::
initializ
e()
{
{
- speed = systemRandom.rand(130, 171);
physic.set_velocity_x(dir == LEFT ? -speed : speed);
physic.set_velocity_x(dir == LEFT ? -speed : speed);
- physic.enable_gravity(false);
sprite->set_action(dir == LEFT ? "left" : "right");
}
bool
sprite->set_action(dir == LEFT ? "left" : "right");
}
bool
-Zeekling::collision_squished(
Player& player
)
+Zeekling::collision_squished(
GameObject& object
)
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
- kill_squished(
player
);
+ kill_squished(
object
);
kill_fall();
return true;
}
kill_fall();
return true;
}
@@
-120,39
+122,49
@@
Zeekling::collision_solid(const CollisionHit& hit)
*/
bool
Zeekling::should_we_dive() {
*/
bool
Zeekling::should_we_dive() {
+
const MovingObject* player = this->get_nearest_player();
const MovingObject* player = this->get_nearest_player();
- if (
!player) return false;
+ if (
player && last_player && (player == last_player)) {
- const MovingObject* badguy = this;
+ // get positions, calculate movement
+ const Vector player_pos = player->get_pos();
+ const Vector player_mov = (player_pos - last_player_pos);
+ const Vector self_pos = this->get_pos();
+ const Vector self_mov = (self_pos - last_self_pos);
- const Vector playerPos = player->get_pos();
-
const Vector playerMov = player->get_movement(
);
+ // new vertical speed to test with
+
float vy = 2*fabsf(self_mov.x
);
- const Vector badguyPos = badguy->get_pos();
- const Vector badguyMov = badguy->get_movement();
+ // do not dive if we are not above the player
+ float height = player_pos.y - self_pos.y;
+ if (height <= 0) return false;
- // new vertical speed to test with
-
float vy = -2*fabsf(badguyMov.x)
;
+ // do not dive if we are too far above the player
+
if (height > 512) return false
;
-
// do not dive if we are not above
the player
-
float height = playerPos.y - badguyPos
.y;
-
if (height
<= 0) return false;
+
// do not dive if we would not descend faster than
the player
+
float relSpeed = vy - player_mov
.y;
+
if (relSpeed
<= 0) return false;
- // do not dive if we would not descend faster than the player
- float relSpeed = -vy + playerMov.y;
- if (relSpeed <= 0) return false;
+ // guess number of frames to descend to same height as player
+ float estFrames = height / relSpeed;
- // guess number of frames to descend to same height as player
-
float estFrames = height / relSpeed
;
+ // guess where the player would be at this time
+
float estPx = (player_pos.x + (estFrames * player_mov.x))
;
-
// guess where the player
would be at this time
-
float estPx = (playerPos.x + (estFrames * playerM
ov.x));
+
// guess where we
would be at this time
+
float estBx = (self_pos.x + (estFrames * self_m
ov.x));
- // guess where we would be at this time
- float estBx = (badguyPos.x + (estFrames * badguyMov.x));
+ // near misses are OK, too
+ if (fabsf(estPx - estBx) < 8) return true;
+ }
- // near misses are OK, too
- if (fabsf(estPx - estBx) < 32) return true;
+ // update last player tracked, as well as our positions
+ last_player = player;
+ if (player) {
+ last_player_pos = player->get_pos();
+ last_self_pos = this->get_pos();
+ }
return false;
}
return false;
}