-// $Id: angrystone.cpp 2979 2006-01-10 00:00:04Z matzebraun $
-//
-// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// $Id$
+//
+// AngryStone - A spiked block that charges towards the player
+// 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
// 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
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
static const float RECOVER_TIME = .5;
AngryStone::AngryStone(const lisp::Lisp& reader)
+ : BadGuy(reader, "images/creatures/angrystone/angrystone.sprite"), state(IDLE)
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(87.8, 87.8); // sprite is (88px, 88px)
- sprite = sprite_manager->create("angrystone");
- state = IDLE;
}
void
sprite->set_action("idle");
}
-HitResponse
-AngryStone::collision_solid(GameObject& , const CollisionHit& hit)
+void
+AngryStone::collision_solid(const CollisionHit& hit)
{
- if ((state == ATTACKING) && (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
+ // TODO
+ (void) hit;
+#if 0
+ if ((state == ATTACKING) &&
+ (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
state = IDLE;
sprite->set_action("idle");
physic.set_velocity_x(0);
oldWallDirection.x = attackDirection.x;
oldWallDirection.y = attackDirection.y;
}
+#endif
+}
- return CONTINUE;
+void
+AngryStone::kill_fall()
+{
+ //prevents AngryStone from getting killed by other enemies or the player
}
HitResponse
return FORCE_MOVE;
}
-void
+void
AngryStone::active_update(float elapsed_time) {
BadGuy::active_update(elapsed_time);
if (state == IDLE) {
- MovingObject* player = Sector::current()->player;
+ MovingObject* player = this->get_nearest_player();
MovingObject* badguy = this;
const Vector playerPos = player->get_pos();
const Vector badguyPos = badguy->get_pos();
if ((dx > -playerWidth) && (dx < badguyWidth)) {
if (dy > 0) {
attackDirection.x = 0;
- attackDirection.y = -1;
+ attackDirection.y = 1;
} else {
attackDirection.x = 0;
- attackDirection.y = 1;
+ attackDirection.y = -1;
}
if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
sprite->set_action("charging");