+// $Id$
+//
+// 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"
-#include "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)
{
}
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
if(state == STATE_FALLING) {
- sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+ uint32_t old_effect = context.get_drawing_effect();
+ context.set_drawing_effect(old_effect | VERTICAL_FLIP);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ context.set_drawing_effect(old_effect);
} else {
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
}
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 )
{
}
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_player(Player& player, const CollisionHit& hit)
+BadGuy::collision_player(Player& player, const CollisionHit& )
{
if(player.is_invincible()) {
kill_fall();
return ABORT_MOVE;
}
- if(hit.normal.y > .9) {
- if(collision_squished(player))
- return ABORT_MOVE;
+ // hit from above?
+ 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;
}
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("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()
{
- SoundManager::get()->play_sound(IDToSound(SND_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);
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;