BadGuy::BadGuy()
: sprite(0), dir(LEFT), state(STATE_INIT)
{
+ //Set hitpoints and bullet hitpoints
+ hitpoints = 1;
+ bullet_hitpoints = 1;
}
BadGuy::~BadGuy()
return ABORT_MOVE;
}
if(hit.normal.y > .9) {
+ //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) {
+ bullet_hitpoints = 0;
+ player.kill(Player::SHRINK);
+ return FORCE_MOVE;
+ }
}
player.kill(Player::SHRINK);
return FORCE_MOVE;
void
BadGuy::kill_fall()
{
- SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
- Sector::current()->player->get_pos());
- physic.set_velocity_y(0);
- physic.enable_gravity(true);
- set_state(STATE_FALLING);
+ bullet_hitpoints--;
+ if (bullet_hitpoints <= 0) {
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
+ Sector::current()->player->get_pos());
+ physic.set_velocity_y(0);
+ physic.enable_gravity(true);
+ set_state(STATE_FALLING);
+ }
}
void
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
- if(laststate == STATE_SQUISHED || laststate == STATE_SQUISHED) {
+ if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
remove_me();
}
flags |= FLAG_NO_COLLDET;