#include "badguy.hpp"
#include "object/camera.hpp"
+#include "object/tilemap.hpp"
+#include "tile.hpp"
#include "statistics.hpp"
+#include "game_session.hpp"
+#include "msg.hpp"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
BadGuy::BadGuy()
: countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
{
+ set_group(COLGROUP_DISABLED);
}
BadGuy::~BadGuy()
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
if(state == STATE_FALLING) {
- uint32_t old_effect = context.get_drawing_effect();
- context.set_drawing_effect(old_effect | VERTICAL_FLIP);
+ DrawingEffect old_effect = context.get_drawing_effect();
+ context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
sprite->draw(context, get_pos(), LAYER_OBJECTS);
context.set_drawing_effect(old_effect);
} else {
}
void
+BadGuy::save(lisp::Writer& )
+{
+ msg_warning("tried to write out a generic badguy");
+}
+
+void
BadGuy::active_update(float elapsed_time)
{
movement = physic.get_movement(elapsed_time);
{
}
+void
+BadGuy::collision_tile(uint32_t tile_attributes)
+{
+ if(tile_attributes & Tile::HURTS)
+ kill_fall();
+}
+
HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
}
HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& )
+BadGuy::collision_player(Player& player, const CollisionHit& hit)
{
if(player.is_invincible()) {
kill_fall();
return ABORT_MOVE;
}
+
+ printf("PlayerHit: PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
+ player.get_movement().x, player.get_movement().y,
+ get_movement().x, get_movement().y,
+ hit.normal.x, hit.normal.y);
// hit from above?
- if(player.get_movement().y - 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))
- player.kill(Player::SHRINK);
-
- return FORCE_MOVE;
+ // if it's not possible to squish us, then this will hurt
+ if(collision_squished(player))
+ return ABORT_MOVE;
}
+
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
void
BadGuy::kill_squished(Player& player)
{
- sound_manager->play("sounds/squish.ogg", 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);
+ set_group(COLGROUP_MOVING_ONLY_STATIC);
global_stats.add_points(BADGUYS_KILLED_STAT, 1);
player.bounce(*this);
}
void
BadGuy::kill_fall()
{
- sound_manager->play("sounds/fall.ogg", 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);
state_timer.start(SQUISH_TIME);
break;
case STATE_ACTIVE:
- flags &= ~FLAG_NO_COLLDET;
+ set_group(COLGROUP_MOVING);
bbox.set_pos(start_position);
break;
case STATE_INACTIVE:
if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
remove_me();
}
- flags |= FLAG_NO_COLLDET;
+ set_group(COLGROUP_DISABLED);
break;
case STATE_FALLING:
- flags |= FLAG_NO_COLLDET;
+ set_group(COLGROUP_DISABLED);
break;
default:
break;
activate();
}
}
+
+bool
+BadGuy::may_fall_off_platform()
+{
+ int tile_x, tile_y;
+ // First, let's say the badguy moves 32 units in the
+ // direction it's heading, so do some voodoo maths magic
+ // to determine its future position.
+ Vector pos;
+ if (dir == LEFT)
+ pos = Vector(bbox.p1.x - 32.f, bbox.p2.y);
+ else
+ pos = Vector(bbox.p2.x, bbox.p2.y);
+
+ // Now, snap the badguy's X coordinate to the 32x32/cell grid.
+ if (dir == LEFT) // use the ceiling
+ tile_x = (int)ceilf(pos.x/32.0f);
+ else // use the floor
+ tile_x = (int)floorf(pos.x/32.0f);
+
+ // We might be falling down, so use the ceiling to round upward and
+ // get the lower position. (Positive Y goes downward.)
+ tile_y = (int)ceilf(pos.y/32.0f);
+
+#if defined(DEBUG_STAY_ON_PLATFORM)
+ // Draw!
+ GameSession::current()->context->draw_filled_rect(Vector(tile_x*32.0f, tile_y*32.0f), Vector(32.f, 32.f), Color(1.f, 0.f, 0.f), 999);
+#endif
+
+ // Now, if the badguy intersects with a tile, he won't fall off.
+ // If he doesn't intersect, he probably will.
+ // Note that the tile's Y coordinate is offset by +1 from the object's Y.
+ if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID)
+ {
+ // It's a solid tile. Good.
+ return false;
+ }
+
+ // Watch out there buddy, you might take a sticky end!
+ return true;
+}
+
+Player*
+BadGuy::get_nearest_player()
+{
+ // FIXME: does not really return nearest player
+
+ std::vector<Player*> players = Sector::current()->get_players();
+ for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
+ Player* player = *playerIter;
+ return player;
+ }
+
+ return 0;
+}