#include <config.h>
#include "badguy.h"
-#include "camera.h"
+#include "object/camera.h"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
BadGuy::BadGuy()
: sprite(0), dir(LEFT), state(STATE_INIT)
{
+ hitpoints = 1;
}
BadGuy::~BadGuy()
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
if(state == STATE_FALLING) {
- sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
} else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
}
}
void
-BadGuy::inactive_action(float elapsed_time)
+BadGuy::inactive_action(float )
{
}
return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy)
+ if(badguy && badguy->state == STATE_ACTIVE)
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
}
HitResponse
-BadGuy::collision_solid(GameObject& other, const CollisionHit& hit)
+BadGuy::collision_solid(GameObject& , const CollisionHit& )
{
return FORCE_MOVE;
}
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)
+ // use hitpoints also when hit by fireball or invincible tux
+ hitpoints--;
if(collision_squished(player))
return ABORT_MOVE;
+ else if (hitpoints <= 0) {
+ player.kill(Player::SHRINK);
+ return FORCE_MOVE;
+ }
}
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
HitResponse
-BadGuy::collision_badguy(BadGuy& other, const CollisionHit& hit)
+BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
{
return FORCE_MOVE;
}
bool
-BadGuy::collision_squished(Player& player)
+BadGuy::collision_squished(Player& )
{
return false;
}
{
SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
player.get_pos());
+ physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
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);
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;
break;
+ case STATE_FALLING:
+ flags |= FLAG_NO_COLLDET;
+ break;
default:
break;
}