+// $Id$
+//
+// SuperTux
+// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// 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
+// 02111-1307, USA.
+
#include <config.h>
#include "badguy.h"
BadGuy::BadGuy()
: sprite(0), dir(LEFT), state(STATE_INIT)
{
+ //Set hitpoints and bullet hitpoints
hitpoints = 1;
+ bullet_hitpoints = 1;
}
BadGuy::~BadGuy()
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)
- // use hitpoints also when hit by fireball or invincible tux
hitpoints--;
- std::cout << "Hitpoints: " << hitpoints << std::endl;
+ bullet_hitpoints--;
if(collision_squished(player))
return ABORT_MOVE;
else if (hitpoints <= 0) {
+ bullet_hitpoints = 0;
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
void
BadGuy::kill_squished(Player& player)
{
- SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
- player.get_pos());
+ sound_manager->play_sound("squish", get_pos(), player.get_pos());
physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
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) {
+ hitpoints = 0;
+ sound_manager->play_sound("fall", this,
+ Sector::current()->player->get_pos());
+ physic.set_velocity_y(0);
+ physic.enable_gravity(true);
+ set_state(STATE_FALLING);
+ }
+ std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
}
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;