// 02111-1307, USA.
#include <config.h>
-#include "badguy.h"
-#include "object/camera.h"
+#include "badguy.hpp"
+#include "object/camera.hpp"
+#include "object/tilemap.hpp"
+#include "tile.hpp"
+#include "statistics.hpp"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
static const float Y_OFFSCREEN_DISTANCE = 1200;
BadGuy::BadGuy()
- : sprite(0), dir(LEFT), state(STATE_INIT)
+ : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
{
}
}
void
-BadGuy::action(float elapsed_time)
+BadGuy::update(float elapsed_time)
{
if(!Sector::current()->inside(bbox)) {
remove_me();
switch(state) {
case STATE_ACTIVE:
- active_action(elapsed_time);
+ active_update(elapsed_time);
break;
case STATE_INIT:
case STATE_INACTIVE:
- inactive_action(elapsed_time);
+ inactive_update(elapsed_time);
try_activate();
break;
case STATE_SQUISHED:
}
void
-BadGuy::active_action(float elapsed_time)
+BadGuy::active_update(float elapsed_time)
{
movement = physic.get_movement(elapsed_time);
}
void
-BadGuy::inactive_action(float )
+BadGuy::inactive_update(float )
{
}
case STATE_INACTIVE:
return ABORT_MOVE;
case STATE_ACTIVE: {
- if(other.get_flags() & FLAG_SOLID)
- return collision_solid(other, hit);
+ TileMap* tilemap = dynamic_cast<TileMap*> (&other);
+ if(tilemap != 0) {
+ const TilemapCollisionHit* thit
+ = static_cast<const TilemapCollisionHit*> (&hit);
+ if(thit->tileflags & Tile::SPIKE)
+ kill_fall();
+ if(thit->tileflags & Tile::SOLID)
+ return collision_solid(other, hit);
+ return FORCE_MOVE;
+ }
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy && badguy->state == STATE_ACTIVE)
return ABORT_MOVE;
}
// hit from above?
- if(player.get_movement().y > 0 && player.get_bbox().p2.y <
+ if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
(get_bbox().p1.y + get_bbox().p2.y) / 2) {
// if it's not is it possible to squish us, then this will hurt
if(!collision_squished(player))
void
BadGuy::kill_squished(Player& player)
{
- sound_manager->play_sound("squish", get_pos(), player.get_pos());
+ sound_manager->play("sounds/squish.wav", get_pos());
physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
+ global_stats.add_points(BADGUYS_KILLED_STAT, 1);
player.bounce(*this);
}
void
BadGuy::kill_fall()
{
- sound_manager->play_sound("fall", this,
- Sector::current()->player->get_pos());
+ sound_manager->play("sounds/fall.wav", get_pos());
+ global_stats.add_points(BADGUYS_KILLED_STAT, 1);
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);