// 02111-1307, USA.
#include <config.h>
-#include "badguy.h"
-#include "object/camera.h"
+#include "badguy.hpp"
+#include "object/camera.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)
{
}
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.ogg", 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.ogg", get_pos());
+ global_stats.add_points(BADGUYS_KILLED_STAT, 1);
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);